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Planescape: The Perfect MMO Setting?
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<blockquote data-quote="I'm A Banana" data-source="post: 3494252" data-attributes="member: 2067"><p>Shouldn't be a huge problem, though. Parties of different factions happen all the time in the PS games I'm familiar with -- they have other goals to pursue, and there's bound to be some overlap somewhere. If your faction goals conflict with other party members, team up within your faction. If your alignment goals conflict with your faction, team up within your alignment. If both are in harmony but you're worried about irking the Yugoloths by taking that "Stop the Blood War Shipment!" quest, don't take it! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>A Reputation system handles this very well (and captures the feel of the <em>kriegstanz</em> nicely, to boot): complete goals for one NPC, you gain points toward their organization, but loose it toward others. </p><p></p><p>In my mind, like in a regular PS campaign, there are faction things going on, but there's also alignment-based things going on, general organizational things going on, political or monetary things going on...I could see PSMMO characters never adopting a faction if they weren't particularly concerned with it, pursuing faction-neutral quests or just never bothering to talk to the Faction Recruiter. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>For instance, say there was a Dustman plot to collect on the bounty of an innkeeper who is of the Prolonger sect (shouldn't be too hard to imagine...heh). If the character hung out at the Mortuary and talked to the right NPC's, they might hear about it, and even be given quests related to it (help out our assassin, gather information on the Prolonger, etc.) If the PC hung out at the inn and talked to the right NPC's, they might hear about it and be given quests for the other side (prevent the dustman plot! save our inn!). As one character pursues the plot, he gains reputation with the Dustmen (who then can offer to train him in certain feats or offer him certain items). As the other character pursues the plot, he gains reputation with that particular inn, and maybe one of the rivals of the Dustmen. At a certain point, the "patch" is put through, and the side that had the most successful quest completions for it "wins:" the NPC is killed and removed from the game, or the NPC survives and the Dustmen start offering different quests (for now...). Either one generates new missions.</p><p></p><p>The player, depending upon their faction affiliation, might do either (or both, with different characters). One might advance a faction cause, the other side might hinder it without really advancing any opposition.</p><p></p><p>And if the Dustmen gain some ascendancy this push, perhaps Sigil seems a bit more dull and NPC's don't seem to care as much and Undead become more common mobs in the quests and the Sensate quests get a little more numerous...and maybe the same character who helped out the Dustmen last kill this innkeeper now wants to even the score: they take a mission to find a grove of Arborean Grapes for the Sensates so that they can brew a particularly potent wine to make everything *significant* again. </p><p></p><p>I would see very little physical PvP within the hub of Sigil (too many level 20+ harmonium elites lurking around...unless the Harmonium has been weakened by recent efforts, of course...), with this more Reputation-based PvP being the big coloring here. Of course, actual PvP could and should exist as well, in moderation and in the right areas.</p><p></p><p>Something that I would change from core 3e PS, though: <strong>No Level Adjustments</strong>. Give us fairly balanced, flavorful ECL +0 versions of the PS races. I don't mind giving up <em>darkness</em> as a spell-like ability that much. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Heh, okay, noted. Mah bad. Perhaps it's just my tendancy to read message board posts as if Comic Book Guy were saying them. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":o" title="Eek! :o" data-smilie="9"data-shortname=":o" /> Sorry.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 3494252, member: 2067"] Shouldn't be a huge problem, though. Parties of different factions happen all the time in the PS games I'm familiar with -- they have other goals to pursue, and there's bound to be some overlap somewhere. If your faction goals conflict with other party members, team up within your faction. If your alignment goals conflict with your faction, team up within your alignment. If both are in harmony but you're worried about irking the Yugoloths by taking that "Stop the Blood War Shipment!" quest, don't take it! ;) A Reputation system handles this very well (and captures the feel of the [I]kriegstanz[/I] nicely, to boot): complete goals for one NPC, you gain points toward their organization, but loose it toward others. In my mind, like in a regular PS campaign, there are faction things going on, but there's also alignment-based things going on, general organizational things going on, political or monetary things going on...I could see PSMMO characters never adopting a faction if they weren't particularly concerned with it, pursuing faction-neutral quests or just never bothering to talk to the Faction Recruiter. :) For instance, say there was a Dustman plot to collect on the bounty of an innkeeper who is of the Prolonger sect (shouldn't be too hard to imagine...heh). If the character hung out at the Mortuary and talked to the right NPC's, they might hear about it, and even be given quests related to it (help out our assassin, gather information on the Prolonger, etc.) If the PC hung out at the inn and talked to the right NPC's, they might hear about it and be given quests for the other side (prevent the dustman plot! save our inn!). As one character pursues the plot, he gains reputation with the Dustmen (who then can offer to train him in certain feats or offer him certain items). As the other character pursues the plot, he gains reputation with that particular inn, and maybe one of the rivals of the Dustmen. At a certain point, the "patch" is put through, and the side that had the most successful quest completions for it "wins:" the NPC is killed and removed from the game, or the NPC survives and the Dustmen start offering different quests (for now...). Either one generates new missions. The player, depending upon their faction affiliation, might do either (or both, with different characters). One might advance a faction cause, the other side might hinder it without really advancing any opposition. And if the Dustmen gain some ascendancy this push, perhaps Sigil seems a bit more dull and NPC's don't seem to care as much and Undead become more common mobs in the quests and the Sensate quests get a little more numerous...and maybe the same character who helped out the Dustmen last kill this innkeeper now wants to even the score: they take a mission to find a grove of Arborean Grapes for the Sensates so that they can brew a particularly potent wine to make everything *significant* again. I would see very little physical PvP within the hub of Sigil (too many level 20+ harmonium elites lurking around...unless the Harmonium has been weakened by recent efforts, of course...), with this more Reputation-based PvP being the big coloring here. Of course, actual PvP could and should exist as well, in moderation and in the right areas. Something that I would change from core 3e PS, though: [B]No Level Adjustments[/B]. Give us fairly balanced, flavorful ECL +0 versions of the PS races. I don't mind giving up [I]darkness[/I] as a spell-like ability that much. :) Heh, okay, noted. Mah bad. Perhaps it's just my tendancy to read message board posts as if Comic Book Guy were saying them. :o Sorry. [/QUOTE]
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