Empath Negative
First Post
If you prepurchased Guild Wars 2 you were allowed into the beta.
So, like um, ZOMG. Bai teh gaym. Itz duh smaq.
That being said there was an element of the game that I felt could be introduced into Dungeons and Dragons *culture*.
It's called "Dynamic Events". Stuff is happening, happening, happening... and then you show up... and stuff keeps happening... and then, you win.
You can stick around, or split, it's upto you.
I was thinking... well, why not actually *build* that concept into the game?
Why not build it into the game that you can just have a character and show up... or not, week in week out. Their character not really wholly dependent on the DM.
Each weeks adventure would have a cash/experience value and if you attend that week you get it. If you don't... well, the plot moves on without you.
A key thing though would be to make leveling less something that granted ever increasing *power* levels but more ever increasing choices. Sure, a guy will be more powerful if he has more choices... that's usually the essence of power creep, but the hitch is to make it so they're not noticably more powerful or it's possible to reduce the oversized players down to the campaigns level.
So, like um, ZOMG. Bai teh gaym. Itz duh smaq.
That being said there was an element of the game that I felt could be introduced into Dungeons and Dragons *culture*.
It's called "Dynamic Events". Stuff is happening, happening, happening... and then you show up... and stuff keeps happening... and then, you win.
You can stick around, or split, it's upto you.
I was thinking... well, why not actually *build* that concept into the game?
Why not build it into the game that you can just have a character and show up... or not, week in week out. Their character not really wholly dependent on the DM.
Each weeks adventure would have a cash/experience value and if you attend that week you get it. If you don't... well, the plot moves on without you.
A key thing though would be to make leveling less something that granted ever increasing *power* levels but more ever increasing choices. Sure, a guy will be more powerful if he has more choices... that's usually the essence of power creep, but the hitch is to make it so they're not noticably more powerful or it's possible to reduce the oversized players down to the campaigns level.