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Re: Future Projects Discussion

Posted: Mon Sep 26, 2011 7:46 pm
by SmootRK
I would like to pipe in and say that a High-Level Supplement would be a nice idea, and it sort of follows the progression that the old books (Basic/Expert/Master/etc) took. I think it would be an ideal supplement to pull together a few of the various supplements that might be used to expand things like combat options, 7th/8th (and/or 9th) level spells, expanded rules for henchmen, followers and/or settlement building. Perhaps rules for special mounts or vehicles. It also would be a great supplement to delve into planar environs and/or other sorts of alternate realities. Likewise, AD&D style artifacts with variable special abilities would be appropriate.

As far a truly new ideas to explore that a high level character might explore, perhaps there are specializations that can be added to characters once certain levels are attained (much like Thief-Acrobat, but perhaps also specialties like Bounty-Hunter or Charlatan might be good thief options). Perhaps Magic-Users can do some sort of school specialization at higher levels. Clerics might get something like divine agents to assist them (minor devas/angels/einherjar/valkiries, animal spirits, elemental spirits, demons, devils, etc.) based upon faith in question.

There is just so much that can be approached in a Higher-Level Options Supplement!! These are just ideas to chew on; I have just so little time to work on development these days, but I am happy to provide ample encouragement.

Re: Future Projects Discussion

Posted: Mon Sep 26, 2011 11:08 pm
by Husk
I'd also like to voice my favor toward a high level "kit" (for lack of a better term). I remember looking through the back of the rule book and thinking "Cool they included rules for building your own temple/keep/tower, too bad I'll never get to use that."

I was thinking of a good skeleton to build a story around would be something having to do with ley lines and having to build either a tower/temple or several small towers/temples to balance the magical/divine/infernal energies. Or maybe the goal is to channel and control the power or stop someone else from bring it to bear. The un-fettered energy could spike and wane opening portals to other planes and allowing elementals/daemons/undead to cross into the PC's home plane and cause all kinds of hullabaloo until the ley lines are properly channeled. These towers/temples would of course need a good keep nearby to help defend them from other's trying to open the portals or control them or what-have-you.

That covers 3 of the four classes, thieves den is a bit tough to work in unless its to generate funds for the construction of other structures.

Trade routes and caravans could be good to for a more political themed game, maybe more resource management than high adventure.

Re: Future Projects Discussion

Posted: Tue Sep 27, 2011 8:26 am
by Joe the Rat
Thieves have always been a bit difficult. Their modest stronghold (positioned close to, but not within a city) almost seems like a 'gimme' to meet with the others. Gathering followers makes sense, but the base assumption is that they are up to no good. What are some alternatives to Mr. Sneaky von Backstabber outside of "Obviously a Criminal Leader Hiding in the Woods?" Two things I see here: Reputable Businesses, and Cover Stories. Both of which can draw them back into civilization, though it may change the nature of their followers...

Something else to play with is the whole "Everyone run off to your own stronghold" thing. The impression I get from reading is that everyone is supposed to set up their own space, and come together for their "grand adventures." Having different "kingdom-building" scenarios could be interesting. If the characters have been together a long time (to borrow from the Apprentice of the River Wizard scenario, the PCs are childhood friends), they may want to work together. Build the new temple within the protectorate of the keep. Set up your Magic-User's tower high upon a mountain above the stronghold of the Dwarven warrior. Perhaps the Thief becomes Spy Master, keeping communications open between the separate freeholds. Cleric and Magic-User come together and set up a University - education and letters for any, and the possibility of apprenticeship in the arcane to those talented. Or fellow Wizards (particularly if specialties come up) may opt to start a Wizard college together.

This will likely require additional space, particularly as you will have multiple pools of followers to house. And not everyone may want to join together (I can particularly see fighters not wanting to be co-lord of a single dominion, and Wizardy types do have a tendency towards being secretive). But throwing in the idea that some may want to co-operate or overlap their holdings would not be amiss.

Expanding discussion of Henchmen might not be bad here as well. If PCs are setting up shop, their loyal followers 'ere these long years would deserve greater power as well. They may take positions of authority within the PCs domain. That guy with the big shield the Magic-User has been hiding behind all these years may get a small contingent of men-at-arms - as wardens of the Wizard tower, or training the next generation of shieldmen for your apprentices.

Just a few ideas.

Re: Future Projects Discussion

Posted: Tue Sep 27, 2011 2:23 pm
by Solomoriah
The only time I ever saw a party actually settle down was in an Arcanum game years ago; the party magic-user acquired a small castle on a chain of largely unsettled islands. The other party members were happy to let the sorcerer lead, so there was no real need of other dominions. In fact, one of the other party members founded a village on one of the islands and became the appointed Lord Mayor and eventually Baron (when the sorcerer upgraded himself to Prince with the support of an established nation's monarch).

I guess this is the sort of thing I'm thinking of here. The "Stronghold Adventure Kit" (needs better name) would work about equally well for a Fighter, Magic-User, or Cleric; the Thief is the oddball, for sure, and for simplicity's sake I'd probably omit them.

Re: Future Projects Discussion

Posted: Tue Sep 27, 2011 6:32 pm
by Husk
The thieve's den doesn't gel when played along side the other three, but what about if the whole party was to take part in building and benefit from one building. Not all of them having to be thieves, but maybe majority or just the "leader". And instead of just a "den" it could be some business thieves may be apart of (casino/pawn brokers/whore house/tavern) at least as a cover. Then the fun of designing it can be in the secret passages/rooms maybe leading below the city. A wizard would be a great help in enchanting secret doors and spying on the competition. Fighters would be the muscle, and clerics are always good to have around.

Set the whole thing in/near a large city/town maybe a port of call, and have a rival faction of particularly blood thirsty thugs or a powerful organized crime family already in control. Missions take on a more of a cloak and dagger feel, assassinations, kidnapping/ransoms, trying to bribe or ruin public figures for leverage. Maybe a turf war, or a race to obtain some powerful or expensive item, with multiple teams crashing through the same ruins and setting traps and ambushes for each other while having to deal with the normal inhabitants and defenses of a dungeon.

Re: Future Projects Discussion

Posted: Tue Sep 27, 2011 9:04 pm
by Sir Bedivere
Edit: Sorry, after Husk's post above, my comments were completely redundant. I was tired (at least, that's my excuse). I really like his ideas for an urban thief's stronghold. Ignore the rest of my post.
Joe the Rat wrote:Thieves have always been a bit difficult. Their modest stronghold (positioned close to, but not within a city) almost seems like a 'gimme' to meet with the others.
Actually, in BF, the thief's guildhouse is usually built in a city.

Maybe we could do a separate module for the high level thief. That would also give us the opportunity to build adventures in an urban environment.