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Subject: Competition module


Author:
Balaern
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Date Posted: 14:59:54 12/17/03 Wed

Competition module

I’m almost done with a competitive module and was wondering what you all think. Maybe you could give me some feedback so I can tweek things some.

Well here’s the basic idea. You have two teams of PCs representing two towns. The PCs could be of any level (I’m shooting for around 5th but nothing more than 8th or so at this point). In between them lies an “old” forest with some goblin tribes and a tomb of whatshisface (some kind of evil dead sort of place). There’s various monster spawns and points of interest between the town and the old forest. You may only rest and recover hps in your respective towns. All other areas are no rest zones. Which should increase the value of potions and healers on long raids or dungeon crawls and will make capturing opponent’s gems from their towns much more challenging.

The players will log into a “Limbo” area where we would divide into two teams, level up and go over the rules. There are two team staging areas, with a teleporter to your starting town. Also in the limbo area is a death spawn point; wherever in the game you die, you get respawned back to the death spawn point. When you die in game, all of you items in your pack (not equipped) are stripped from you and left behind. You then appear in the Limbo death spawn point where you will have to run back to your team’s teleporter room and to your team’s town.

The object of the game will be to collect as many gems as your team can within a certain time limit. There are 7 different gems with different values. For easy pickings, you might find a gem worth 3 points. If you just happen upon a gem on the ground, it might be worth only 1 point. The big quests (Goblin chieftain and the Undead baddy) might have gems worth 7 points. The team with the most gems points placed in a chest in your home town at the end of the time limit wins.

Gems cannot be equipped so if you die, you leave the gem behind on your body.
Rogues can steal gems off opposing players.
You could mount assassination attempts on the other team in order to take their gems.
Some monsters will be very tough and require multiple assaults to take them down (temporary truce between teams to kill a particularly tough baddy?)
Use of party system may be used to whatever advantage you can come up with.
EXP will be easy to come by, so taking the time to camp spawns might be a valid strategic choice.

(optional) Teams can mount raids on the other team’s town and steal gems from the other team’s chest. Conversely, opposing teams could be disallowed from entering enemy towns.

Well, what ya think? Comments, suggestions?

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Replies:
Subject Author Date
Re: Competition moduleFloria12:31:03 12/18/03 Thu
Re: Competition moduleArwin04:59:15 12/19/03 Fri


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