The Legendary Joe
Raging Alt-a-holic
Posts: 3,691
Threads: 255
Joined: Mar 2007
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RE: Hero needs villains!
hmm, it IS hard to think of something??for the said villains to do while still trying to follow the set rules... and it's even harder when they can't really change much in the world.??ie: Kiddnapping of a player has been done, and I think I was one of the ones who said let them rot, some hero I am huh?
Kidnapping of an NPC that would trigger other NPC's to dissalow stuff, would require scripting, like??Kidnapping the Warp Sisters, so the??Warp dude??won't warp you because he's too worried about his sister to help you with stuff, that'd probably cause some people to leave with a lack of warper.
Could Rob the royal treasury,??raise suspicion on the Thief guild in??Morroc and cause a little ruckus among the nobles and the king. Then again, they already know it's just a zeny trap, and i don't think people would care much if the booty just went to a GM char, /swt
There are other Ideas I can toss out there, but that'd require things like Blowing up the coal mines so people can't mine (requires custom map edit) or poisoning the waters so people can't fish (Maybe edit the water sprite so it'd look purple? but that'd look nasty on other maps)
I've never applied for the position, but I feel I'm just an Idea person.
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08-17-2009, 11:56 PM |
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GM-Ayu
Uguu!
Posts: 6,450
Threads: 485
Joined: Jan 2008
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RE: Hero needs villains!
>_> Don't single out any real player as "villain material" ever again... label sticks far beyond just RP or playing once you make it official in any form. Even having players (nobles) in last year's experimental run on the good side caused plenty of trouble, so until we have a better Story Manager, I doubt that we'll have player-centric approaches again.
It's not about making someone who doesn't mind being villain OR a hero so the "mistake to be learned" is to find someone who doesn't mind. Rather, the simple existence of them that's capable of having any effects that will actually matter will affect the whole server, and more often than not, players are easily offended by something they see even if they are not involved directly (most of the time, it's issues with "disturbingly inappropriate and unprofessional GM behaviors".)
I'm personally more aligned to the "RP Server's type of GM" in thinking of the story... since my RP experience is for table tops where one wrong move will definitely prompt the GM to kill off your characters permanently without hesitance. In here, even 1% exp loss can result in end of the world.
RO is a game about maximizing gain by minimizing time spent. A story usually does the opposite, as they use as much time as necessary to get a point across, while the drops aren't necessarily any good.
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08-18-2009, 10:06 AM |
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mahawirasd
Posting Freak
Posts: 3,839
Threads: 50
Joined: Jul 2008
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RE: Hero needs villains!
mega-mvps in exp-loss maps who reduces the server's rates to 1/1/1 (disrupts the world's balance bla bla bla) until the time he and his clones are killed
(we could i.e. let surtur come out of muspelheim and place him in several areas around the world, i.e. 1 in yuno fields, 1 in morroc fields, 1 in niff fields, 1 in umbala fields, 1 in payon fields - the rate modification is just to really make players come out and kill it)
would require a bit of GM availability that week, mainly to change the rates and reset the server... But other than making life a pain, for players and a bit for GMs, perhaps it's doable?
-w-
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08-18-2009, 10:55 PM |
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