A D&D 3.5 MMORPG

I think planescape would be the best world, with the different planes, a wild but controlled city in sigil, expansions could include other planes and demi planes, the faction system is perfect for a MMORPG, and can allow races from all worlds, including dark sun, oriental adventures, ravenloft, and al qadim.
If nothing else planescape torment is one of the most loved D&D games ever on the computer.
 

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Setting is absolutely irrelevant to this.

World of Warcraft is not successful because it's set in the Warcraft universe: it's successful because it is a really good game.

Ignore setting entirely - except for its most generic elements. In a fantasy CRPG, you kill monsters with swords and magic and take their stuff. (as opposed to a science-fiction CRPG, where you kill aliens with blasters and psionics and take their stuff).

Are there guilds? Is there politics? How can PCs interact? How can they get better at what they do? What can they do?

Cheers!
 
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ForceUser said:
Do you have data to back up this statement? I'd like to see it.

Give it a rest.

Go into your local Barnes & Nobles/Indigo bookstore. Go to the Fantasy SF section.

Use your eyes: see all the FR books? Ok.

Look closely on shelf: See all the Eberron books? Look closer.

"Let's see the numbers". :o

Kindly use some common sense before you embarass yourself. He's right - and it's not even remotely close.
 

MerricB said:
Setting is absolutely irrelevant to this.
All right, we'll go with that.

The setting is irrelevant. Let's face it, with the material out there, we've got setting covered all we need to.

World of Warcraft is not successful because it's set in the Warcraft universe: it's successful because it is a really good game.
And that's what we'd need. A really good game with the D&D label on it, not a stinker that will stick in people's minds as being awful.

--snip--
Are there guilds?
You can use:
  • Class based guilds.
  • Alignment based guilds.
  • Diety based guilds.
  • Location based builds.
All of those on the server side. PC's can hear about it from:
A crier. A town guard. A tavern owner.

We add the CoH/V "contacts" into the mix, that'll help.

You can get missions from the guilds or contacts.
Are their politics?
This is definately a necessity. Despite what people claim, politics, in a fantasy game, can make or break it.

You need villian factions, rival good guy groups, etc. You have to let player's feel they are making a difference in the world without ruining the experience for the rest of the players.
How can PCs interact?
Speech, obviously.
Then emotes.
Trade items, money.
Team up.
Sidekick/exemplar one another.
Duels (when agreed upon)
Auctions.
With NPC's.
Swim/climb/etc. (Flying is a must. Trust me, if you've never done a nose dive and pulled up right before hitting the ground and weaved through city streets, you really should)
How can they get better at what they do?
Levelling up. It's D&D, let's stick to the Core Rules.
BUT, we may need to bring back the old 2E "creating things == XP" bit.
What can they do?
Adventures. (IE: Door missions)
Exploration. (Gain XP for finding locations they've never seen)
Interact with NPC's, either for good or ill.
Advance the standing of thier Guild in Rankings. (The higher the guild ranking, the more of a price decrease for items bought through the above guilds. Player created guilds wouldn't gain all the benifits, or have to be handled slightly differently)
Create items.


The more I think about this, using the systems in place, much less the X-Box 360 or the PS-3, the more I can think of that can be done.


NeverWinter Nights 2 is already in production. If handled right, this could blow WoW clean out of the water.

If you added the ability to travel to 3rd Party servers (you'd need a script to check what you earned to prevent the "Plane of Magical Lewt!" syndrome) where there were community created areas/locations/adventures/dungeons, you'd have ever fragging modder out there shorting his box out with drool.
 

DragonLance

DragonLance would be the most popular online setting, more popular than either Greyhawk or Forgotten Realms or Eberron. Also the setting with the first major novels for TSR.

A setting where heroes ride on Dragonback and fight against villains riding on dragon back.

Where Evil Cities float on Clouds. Where Death Knights ride in chariots pulled by nightmares with Banshees besides them.

Where Ultimate Good Fights Ultimate Evil.
 

One thing that would obviously, definately have to be paid attention to, and one of the biggest, constant complaints I heard in the NWN community...

The game would have to morph and change according to your alignment.

It would have to have a LOT more story arcs embedded in it that any of the older D&D games. Different arcs for different classes/alignments/guilds.

This could be done, and done good, and done right.

20% Innovation, 60% tried and true, 20% fixing things that were wrong.
 

You're missing the problem with using FR.

Having lots of information isn't good. In fact its BAD. Game developers want freedom to make things in their own style without being told that it has to be a certain way because thats what the novels say. You can imagine how many setting fanboys would be out to rip the developers for getting something wrong.

Also, you may want to go to www.ddo.com

You'll find a D&D 3.5 MMORPG is already in the works. You can already pre-order from EB, release is slated for next March or so.
 

Warlord Ralts said:
And that's what we'd need. A really good game with the D&D label on it, not a stinker that will stick in people's minds as being awful.
The things I heard in advance don't give me too much hope regarding this point ;).

Warlord Ralts said:
NeverWinter Nights 2 is already in production. If handled right, this could blow WoW clean out of the water.
I don't think so. It's a completely different kind of game than WoW. First of all, it's supposed to have a good single player game as base. The most important point will be whether the new toolset is easier to use for constructing your own adventures for your gaming group. I know a few people who use NWN for their D&D play, but it's a high learning curve until you succeed with efficient scripting.
 

Steel_Wind said:
Give it a rest.

Kindly use some common sense before you embarass yourself. He's right - and it's not even remotely close.
If one can embarass oneself by suggesting that he not make unsupported claims, then I guess I'm guilty. And for the record, I'm not favoring one side or the other setting-wise. Just saying--stick to the facts, honcho. Logos/ethos/pathos and all that.
 

ForceUser said:
If one can embarass oneself by suggesting that he not make unsupported claims, then I guess I'm guilty. And for the record, I'm not favoring one side or the other setting-wise. Just saying--stick to the facts, honcho. Logos/ethos/pathos and all that.
The facts are pretty clear in this case. I don't really see why you doubt that in any way.

The real question is why they don't use an established game world with a large fan base like the Forgotten Realms but a prefer a virtually unknown world like Eberron. Maybe, the competition in the FR is too big, because there are constantly games made for that setting.
 

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