| Subject: With NWN soon to be in our hands. . . |
Author:
Lee
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Date Posted: 14:32:36 06/18/02 Tue
What I need from players.
It has been brought to my attention that I have not been very specific about my requests for "help", so I'll clarify some things now so we all know where things stand.
First, player help is very much desired but this is not a community project. Faalor will be run like a traditional table-top D&D game: the DM's run the show. Players suggest general ideas; DM's create the details. I may have someone create specific areas from the campaign in the toolset, but more than likely that will be the job of a DM who knows the full story of the campaign.
Feedback from the players is necessary, though, to ensure that we DM's are moving the campaign in the right direction. I'll try to be as specific as possible for the less imaginative people out there. There are probably many other ways you can participate but here's the short list. So here goes, my top ten list of ways players can participate:
1. Models, monsters and other visuals. I have no skill or know-how in making 3d models. There are a couple of specific things that I may need to be made by some talented persons in the group for the campaign.
2. Plot ideas. These can be extremely general ("how about some slavers?") or very specific ("I'd like to see a plot that revolves around Velmoose, the Sly, a 10th level rogue who hangs out around the docks. One day, he hires the player to do . . ."). These plots can be sent to me at any time, but that doesn't mean they will end up in the campaign. Some people have expressed the desire to run subplots as part-time co-DMs. I'm willing to talk to you about any ideas you have but I think at this point I won't be allowing them because I don't want too many distractions from the core campaign at least until we have settled into a comfortable routine.
3. NPC's. Fleshed out as much as possible. Random folks or specific bad guys you'd like to see your character go up against, anything you can think of. Be as general or specific as you like.
4. In character documents. In depth looks at specific in character topic, for example, a holy text written in honor of your character's god, or something like. See the In Character Docs listed on the Website for ideas on what I mean. Anything that could add to the setting would be appreciated.
5. Stories from or about your character.
6. Custom items. Use the tool set to create custom items for your character. This may include weapons and magic items (which will still have to be approved by a DM). Custom clothing will probably be desired by all participants, and there's no reason why you can't do that yourself, send me either the specs or export it to me.
7. Art for the Website.
8. I may still ask you to play a specific NPC-like role for a specific quest or session. If you're interested let me know and I'll work out an assignment for you.
9. Locations. I still from time to time will need ideas for locations. Inns, dock yards, dungeons, forests, etc., all need to be fleshed out. If you have a unique idea for a location, please let me know. Again, these can be as general ("I'd like to see some more forests") or detailed ("The cave is 40,000 year old and when the first gnomes came to Faalor it was a shrine, now the gnomes have forgotten it but there still remains a guardian of great power . . . ").
10. Ask questions. A good portion of Faalor came about because someone didn't know about something. I then had to go in and add that part to the world.
So far, I've gotten some very helpful feedback from players. Some of the earliest decisions were changed or made firm due to player feedback. If you wish not to participate in any of these ways, that's perfectly fine. There'll be no pressure. My bare minimum expectations are quite simple: come to the games as often as you can, be on time, and role-play to the best of your ability.
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