[WIP] The Bandit Lord's Legacy

BenB
Posts: 155
Joined: Sat Feb 02, 2013 9:32 pm

[WIP] The Bandit Lord's Legacy

Post by BenB » Sun Nov 03, 2013 9:18 am

[ "Continuing onward, heave now men, put your backs to it!" *whip snapping*
ARRRRRRRGH!!! ARRRR!!! "HEAVE!!!!!" ARRRRRR!!!!
]
Last edited by BenB on Sat Nov 16, 2013 10:57 am, edited 2 times in total.

BenB
Posts: 155
Joined: Sat Feb 02, 2013 9:32 pm

Re: [WIP] The Bandit Lord's Key - Introduction

Post by BenB » Sun Nov 03, 2013 2:07 pm

The Bandit Lord's Legacy An Introduction

The bandit lord is a feared nemesis to all goodly people of the Mana
World. He is fiend most foul who recruits and trains thieves. Over time
his merry band of thugs became a well established army.

Armies often require fuel in the form of food and sustenance. This
was drawn from hording currency stolen or ill gotten in sales of rare
items, equipment stolen from the gentle folk. The army of thieves
worked upon a percentage basis, each thief compensated by ten percent
of his loot until reaching master thief status.

Once at master thief status a thief would retain only twenty five
percent of his loot, turning over the remainder to the Bandit Lord.
This ensured thieves had incentive to commit robbery. And thieves whom
dissented against the Bandit Lord could be disciplined by getting only
five percent of their loot for a month. Yes, the Bandit Lord was a
harsh task master. He was also fair and distributed his horded loot
equally covering expenses and investments.

One of the investment the Bandit Lord held was that of exploring the
history of Mana World. He had discovered a secret of the Terranite
tribes which dwell within the ground. They were indeed travelers from
a Land of Fire. This fire however was the fire of the Gods which
transmuted humble Mana World folk into Gods themselves.

To continue onward in generations after generations in a quest of
his own to discover more about become god like, the Bandit Lord made
his position a title. One could inherit the title of Bandit Lord
by [ *having x# of attribute Y]. This attribute of the adventurer
would ensure they would find the clues to an ancient puzzle the first
Bandit Lord had placed artfully in the world, continue this quest of
discovery.
Last edited by BenB on Sun Nov 10, 2013 6:57 am, edited 2 times in total.

BenB
Posts: 155
Joined: Sat Feb 02, 2013 9:32 pm

[DNO] *cough*

Post by BenB » Mon Nov 04, 2013 7:22 am

[ *cough* "'scuse me Bub."]
Last edited by BenB on Sat Nov 16, 2013 10:59 am, edited 2 times in total.

Billr
Posts: 49
Joined: Sun Dec 16, 2012 5:48 pm

Re: [WIP] The Bandit Lord's Key

Post by Billr » Thu Nov 07, 2013 2:39 pm

Cordo,
We're not against adding to LOF. We just don't want a dedicated team as there's not enough people in development.
Case in point: lavender and I did some coloring changes to the buildings.

Feel free to post your ideas and suggestions. It helps to remember that discussion is often not personal but a "hashing out" of an idea or suggestion. It also doesn't mean that we don't consider suggestions if there are problems with it - as problems may resolve themselves with enough time, dedication and new devs.

Billr

BenB
Posts: 155
Joined: Sat Feb 02, 2013 9:32 pm

Re: [WIP] The Bandit Lord's Key

Post by BenB » Fri Nov 08, 2013 7:01 pm

It was not ask if I knew enough people to create a team. What was said
was there was no other team aside from the one
doing development for Pihro's new game. No one asked. It seemed to not
even be a point of discussion. I figured at that point, well, fine it's
not a matter of discussion I'll put forth any longer either. Why bother
if there is no other team PERIOD, FULL STOP?

That noted, it will be difficult seeing clear to post ideas, offer
suggestions in regards to content development. There is no
other team
, but the cliquish one that circles the wagons.
So, with no other team, I won't bother.

In the mean time, guess it's alright higher level players seek other
servers, distractions. They have nothing more than Luvia quest here, not
much to buy for all their hard earned gp. And only 1% or so of our in
game world explored. Fantastic! :)

And no I am not developing content for any other server/s. Been playing
on other server/s for about six to seven years. Met the same cliquish
results in suggesting development of new content. I was told it would be
different on this server, players could actively engaging in offering
development of content.

Aside from a select few doing modestly cosmetic graphics updating, not
seeing much of players having ideas honored. Even the graphics what are
used here are said to be only testing for the new game. My wife saw the
water not in the game the few evenings she joined me in playing.

There are many various secret passages, odd items in game. These are
left without explanation or utilization. More textual and contextual
content is merely awaiting a green light. A story could be further
developed.

It will not be though because ultimately at each server we players meet
with cliquish staff or developers. Yes, I understand full well that life
often intrudes with our better intentions. I also understand if a person
needs help, they ask. Further, if you're offered help you are gracious
enough to let someone help.

How do you know but what they in helping will not make things better for
all, if you refuse their help? You don't. And that seems exactly the
path this entire is on, not merely here on this server. My point is I
was told it would be different on this server. It is not any different
in those regards.

Apologies if this reads as frustrated, jaded. It may because I feel
such in having to even bother expressing it. There are many different
reasons for one to not set up their own server. One is a desire to be
part of a team. Then again, I suppose when those approached keep
denying camaraderie one ought to think themselves worthless of it.

Sorry, but no. It might be that the comrades aren't worth a new friend.
So if frustrated and jaded it seems, so it seems.

Pihro
Site Admin
Posts: 205
Joined: Sun Jul 08, 2012 12:16 am

Re: [WIP] The Bandit Lord's Key

Post by Pihro » Sat Nov 09, 2013 8:46 am

BenB wrote:For any it may concern, I shall no longer advance this project, or do
so only privately. It has become patently evident the administrative
decision is to only develop content for the newer, steam punk version
of the game. Further, it seems any discussion of advancing content with
this sphere of gaming is quashed.

The administration chooses to rally with Pihro alone. No consideration
of a secondary group developing content here for Land of Fire as is,
will be permitted. That being the case, I see no need to be further
enthused or to advance content development here.

Understand this is not meant as blackmail, nor, to embarrass. I simply
choose to not expend energy where it is not appreciated, or wanted. No
point bashing one's skull into a brick wall, expecting it to move.

If this offends, apologies. Any wishing further discussion may do so
privately. Run slow.
This is a confusing post to me.. There has been no administrative decision to only develop for the new game. Not to my knowledge. Just development in general has been somewhat paused. I was actually watching this thread and interested as your ideas and story evolved. In fact, its so much easier to create a quest when it is fully planned before scripting. No one said it isn't wanted...you don't even need a secondary group to develop. You can develop, someone else can, or even I can script it if I liked it well enough or discussed some possible changes for content I dislike (which needing to change it is probably unlikely, but two people can think better than one in quest concept development). No one has stated a secondary group would not be permitted. I am finding this post somewhat offensive and confusing, as I do not remember stating any of this. Lots of our content was made by people who weren't me. LoF doesn't even have a team/group, we have people that all develop and work separately all for the same good cause: LoF. Administration chooses to rally with me alone? I don't understand this either. Other people can develop. I have even scripted and worked on other scripting from others who had an idea for a quest that wasn't mine or another long term developer.
BenB wrote:It was not ask if I knew enough people to create a team. What was said
was there was no other team aside from the one
doing development for Pihro's new game. No one asked. It seemed to not
even be a point of discussion. I figured at that point, well, fine it's
not a matter of discussion I'll put forth any longer either. Why bother
if there is no other team PERIOD, FULL STOP?
Again, we have no team nor need for a "team". A team does not need to be assembled to create a quest, just one or two willing scripters. You will never know if something can be done if you don't ask the right people. Also, the new game doesn't have a team, its not even in development at this very moment due to RL etc.
BenB wrote:That noted, it will be difficult seeing clear to post ideas, offer
suggestions in regards to content development. There is no
other team, but the cliquish one that circles the wagons.
So, with no other team, I won't bother.
And, again...there is no other team, because there are no teams. So, you just gave up on sharing a good concept because you assumed there would be no one to actually develop the scripts behind the quest. Again, I don't know what led you to this idea. Development is slow, but amazingly enough, it can happen if you ask someone. A PM to a scripter is a good way to get it done, or a thread asking if anyone wants to take up that specific project. There aren't teams or biased developers who will refuse to allow new content.
BenB wrote:In the mean time, guess it's alright higher level players seek other
servers, distractions. They have nothing more than Luvia quest here, not
much to buy for all their hard earned gp. And only 1% or so of our in
game world explored. Fantastic!
This is why I have plans for higher level maps and quests, they are just awaiting the time when developers are available.
BenB wrote:Met the same cliquish
results in suggesting development of new content. I was told it would be
different on this server, players could actively engaging in offering
development of content.
BenB wrote:There are many various secret passages, odd items in game. These are
left without explanation or utilization. More textual and contextual
content is merely awaiting a green light. A story could be further
developed.
BenB wrote:It will not be though because ultimately at each server we players meet
with cliquish staff or developers. Yes, I understand full well that life
often intrudes with our better intentions. I also understand if a person
needs help, they ask. Further, if you're offered help you are gracious
enough to let someone help.
Players are encouraged to assist in development and to develop themselves. If they would learn scripting it would help. If not, then they need to find someone to script their idea. My ideas are not the only good ones. I find the term cliquish somewhat offensive, as I prefer an open development concept. Ozthokk has developed art that WILL be used when time to actually add it is available. Many people have. They can develop, just when there is no time available for the people who know how to actually add the stuff, it cannot get done. That's what git is for, and its not utilized. If the quest could be developed by someone else with the time, all they have to do is send a pull request and bam, I can add the quest. I made ways for other people to develop and they just aren't used. You're seeing things that aren't quite the way that your mind interprets them. I want a better story, but its hard when the only developer who seems to be able to fully develop content is a freshman in college with a new job and a church life. This server could be a great server with player based content, and already has some. It will have more as I can find more time to develop player content into usability. In its concept stages though, its difficult to turn into a script and items etc with only one person (usually myself) working on it.

If I missed anything in this thread or if there are any misunderstandings, PM me or reply here. Thanks!

BenB
Posts: 155
Joined: Sat Feb 02, 2013 9:32 pm

Re: [WIP] The Bandit Lord's Key - Introduction/SI

Post by BenB » Sun Nov 10, 2013 7:39 am

The Bandit Lord's Legacy An Introduction

[ Scripting & Further Quest Ideas ]


Sun 10 Nov 2013 06:58:40 AM EST

Some ideas for scripting so far into the introductory phase are coming
to me. First, the idea of exactly what defines the Bandit Lord moniker.
The Bandit Lord is a mater thief's master thief.

So, we need to encourage a mini-quest or rather sub-quest here for
players. This will require them to reach X level of master thief. There
are differing variables to consider toward such a goal.

I have been advised that our botcheck area can in fact serve as a jail
unit. Or, we may create a different unit as a jail. At any given one is
not a thief if they are caught in the act.

If a player can steal an item from another player, go one day without
being noticed and caught, they are granted Y number of thief points. If
it is a building from which they steal, they need to go a week unnoticed
and the Y number is multiplied by 7.

Now, for the jailing and discipline bit. This will offer GMs a way
to muster and advance in rank hopefully. I want this quest to really
involve everyone, and for everyone to benefit equally. But I do not
desire it going overboard.

A thief stealing from a person gets one hour in the "cooler". If they
steal from a building, it is two hours in the "cooler". This time will
be cumulative. For example, I nab Ozthokk for stealing from Billr. He
gets served a one hour sentence, but needs to go offline, he serves
fifteen minutes. The next time he is online, he goes back into jail to
finish the sentence.

A GM making say Z number of one hour "arrests" in a week gets bumped up
a bit and goes onto a stipend plan of G amount of gp per day of service.
Yes, GM s are still chosen by other players. Once one becomes a deputy
GM, advancing in pay grades, responsibility levels, ranks is up to their
own merit. One way to account the merit is in "arrests" made.

If the GM pinches (arrests) a thief whom stole from a building, it
counts as the one unit of the weekly Z number of thieves stealing from
players. For example, BunnyBear nabs Gavin for stealing 200gp from the
Navalis inn. This counts as BunnyBear's 3 arrests of thieves what stole
from individual players for that week.

In addition to arresting thieves, GMs are still responsible for their
other peace keeping duties. All of this applies toward a GM's merit,
reviewed by an elected "senior chief" GM. The Senior Chief may assigned
and dole out the GM levels, access to commands as they deem fit
accordingly with merit. The Admin will serve as review of the Senior
Chief. GMs may submit anonymous tickets to the Admin, if there seems
cause for Senior Chief to be so reviewed. this ensures everyone stays
above board.

After D number of levels as a thief, the player advances to J level,
then G level until leveling to master thief. Once at master thief, the
player learns of a sacred order of master thieves. In this order are
three levels. These levels each require X in thief points/merit as a
master thief. And as in the jail sentence, all these points/merits are
cumulative and aggregate.

The same applies to GM merits and points. And allow for a random
'salting' against each set of points, so as to create the aggregate
offset. Keep this within about a five point range on average itself.
Again, a means to help keep things above board. None of the levels have
I set in stone, hopefully there is means to allow for democratic process
in so choosing their rates.

And yes, this is merely one little aspect of this quest idea. A player
needs to become a master thief in order to access hidden trade route/s
throughout our world. These routes are vital in learning further about
the Terranites, which leads the player to becoming a bit of a mage. It
all develops until you're left a Coleridge style of player, the Ancient
Mariner as guest at wedding. :)

BenB
Posts: 155
Joined: Sat Feb 02, 2013 9:32 pm

Re: [WIP] The Bandit Lord's Key - Note/Inspiration

Post by BenB » Sun Nov 10, 2013 8:22 am

Apologies if this quest does seem massive and elaborate. This is a
massive, multi-player online role playing game, though. We need massive
and elaborate content to engage the multitudes of players.

Yes, I know at present there are few in number. I see the lack of
engaging content as part of the reason we lack throngs of players. If we
can further then create a form of content that beckons unto the genre
of Interactive Fiction, i.e. players make choices and create their own
consequences, we engage more fully.

And please do not toss ideologies or dogmas into this mixture. I seek to
keep this quest and engaging the player a universal one. This means
we allow for gray shades. Players do not enjoy a game, book, movie or
other media to enjoy a priest or priestess spewing what have you. They
enjoy it because it entertains, it engages, allows them escape from the
daily lock step we all call reality.

This game if anything is a work of fiction, a melding of ideas, emotions
from a world as large or larger than itself. Wild things roam free and
ever shall be so. We may arm ourselves with the basics of good natures,
the Golden Rule. Beyond that we ought to have fun for the sake of having
fun. :) We are not in a world, in game, that is Christian, Muslim,
Pegan, Jewish, Hindu, Shinto. It is just simply our world and we all
make our way as best able. And any god or lack of one is private for us
each.

Short and simple, it's a flamin' game, get over yerself there Bub and
have some fun! :) Or maybe I ought to start callin' all ye Bub? It's
usually not good, me callin' folk, Bub, Bub. ;)

So let's really engage players. At present we got a trickling stream.
From this we could gradually build to a raging river, and onto the
oceans and seas. I realize life does press on everyone, self inclusive.
That is not to say we can not take a minute or two to stop in, let
someone know, "hey, got a life thing, be back soon as I can." Then, be
met with our world's universal slogan, "okay, well run 'er slow. We'll
see you when we do. :)"

Streams run slow to meet rivers, rivers run slow to meet ponds, ponds
run slow to meet lakes, lakes run slow to meet seas, seas run slow to
meet oceans. Each of these units of water is living. Each realizes and
utilizes energy, potential. They each go slow because a little by a
little will create a massive pile. This is true in our in game world, as
it is in our real world.

And that is the only sermon I posit. We all seem keen to understand this
bit of truth. I think as such our in game world needs that as a slogan
or motto, "run slow" or "run it/'er slow" depending on mood, person,
situation. This kernel of truth binds us in understanding. Rome fell in
a day, built over many years. Built with communication, with passion,
with truth. So here is ours.

We run slow. :)

We run every day. :)

We run forever. :)

We run because it's home. :)

We run because it's fun. :)

Still, we're running. :)


So come on and run with us! :)

BenB
Posts: 155
Joined: Sat Feb 02, 2013 9:32 pm

Re: [WIP] The Bandit Lord's Key -Introduction/SI

Post by BenB » Sun Nov 10, 2013 8:58 am

I tried logging into Github. Would have put this in for LOF, as a pull request. Apparently silly goose I am forgot password. I tried changing up, their site did as here often does, "Maximum log in attempts reached, try tomorrow." If Pyndragon would like to, and does not mind, I authorize him to copy that post from here.
So that scripter/s may get a sense of direction, and use it as a pull request.

And Pyn, if you need to chop that post up brutally, have at it! :) I figure you'll be able to see the places needing filled in, and can guide what fills them to be appropriate. Each level in my opinion gradually increases in difficulty. If you do no more than create a random hashing salt to be a multiplicand of difficulty, I think such would be appropriate. But i don't know the "back end" fully enough, scripter/s and coders do. thank you for it.

I want to see this all start coming together hopefully. Apologies for becoming angry over a miscommunication. Suppose we're all human. Aho wishno wonkan tonka. As my friend told me once in Sioux I believe, "I see you and welcome the great spirit within."

BenB
Posts: 155
Joined: Sat Feb 02, 2013 9:32 pm

Re: [WIP] The Bandit Lord's Key - A Continuing Journey

Post by BenB » Sun Nov 10, 2013 9:49 am

The Bandit Lord's Legacy A Continuing Journey

Waterways & Ocean/s[/b]

Sun 10 Nov 2013 09:01:30 AM EST

From the Bandit Lord's Key it becomes clearer to players there exists
an inter connected system of transporting goods, people. Much of the
transportation has gone unnoticed because it lies in a realm of the
world players do not access. It uses the vast waterways and ocean/s in
our world.

As part of their journey in dicovery players will build small rafts.
These can be fashioned by gathering logs, reeds. Each raft will require
X number of logs, Y number of reeds to be built. Further, to make the
quest to build a raft a bit more challenging, engaging we may need a
new NPC, a "wise old man" type whom suggests using squirrel pelts as
lashings.

After learning of how to lash a raft together using squirrel pelts,
or rather the sinew of squirrels used as a thread, a player then will
gradually learn on their sojourn how to make a tent. This tent will
hopefully include a Soul Menhir for the player. This grants them ability
to have their own save points. I know this may take a bit of artful
database crufting but feel it warranted for the players.

A tent is crafted from wolvern pelts, X number of them are needed to
fashion the tent, along with Y number of squirrel pelts to use as
thread. Players may also use Z number of reeds to fashion bedding for
their tents. The player tent becomes the player sanctuary. It is in
a tent they may heal, access their storage as I would desire a "foot
locker" to be included.

Obviously, we do not want tents to litter our world. This, along with
several good reasons, is why tents are temporary units. A tent may stand
only 12 hours according with server time, if 12 is still too long, grant
at least 6 hours.

And here lies another aspect of the Bandit Lord's Key quest. Tents may
be looted by thieves. But tents may only be looted by thieves if the
tent's door flap is open, meaning the tent owner is not present in the
tent. And if the tent owner is a seasoned adventurer/player they will
have visited a *cues dramatic music* locksmith, whom provides them a
padlock for their storage "foot locker".

All is not lost for our up and coming master theif though. Padlocks
will have an ability to be jimmied, or picked. The skill required to do
this will come from the completion of the Luvia quest, and attaining of
the lock picks. By grand decree, lock picks used in this quest are to
be turned over to your local friendly GM. ;) But, oh these poor flat
foot GMs are ever so busy, there is no way they could possibly know
who has picks or not. Or maybe poor lowly GMs can be bribed. See the
possibilities for gray areas evolving?

And I think we ought to assign GMs rotation duty stations. For example,
one week BunnyBear serves as GM or deputy for Hurnscald. The next week
I take Hurnscald while BunnyBear takes Navalis. Further, I think public
courts ought to be held in each town or boroughs. For example, I bring a
player to the town's inn or bar/pub. There the player has three randomly
chosen players as a jury. Suppose this player is charged as a thief, how
does the player plea? Jury?

The same could be done for other "offenses" such as harassing other
players. This would allow for further engagement of players, and GMs in
their duties. It would also again, ensure fairness, justice in game.
A max sentence of one week in "exile" (banning) would be left up to
deputies. After which the deputy files the issue/dispute up the chain
of command to the Senior Chief GM, whom then also holds public court to
settle the matter, reset the character, hard ban the player or what ever
more dire punishment is found warranted.

There may also be different levels of command involved. For example, as
BunnyBear has been GM longer, he may rank as a Sergent and I deputy.
This would then infer Bunny also has access to more commands with
which to discipline, aid players, than I. We could also have further
ranks prior to reaching Senior Chief GM. each could hold their own
public courts, meter out discipline in accord. GMs could then work up
the ranks, each rank offering more responsibility, better pay, more
incentives or perks.

Again, I like the idea of this all being open for players to see,
understand. This helps everyone avoid hasty errors, misjudgment,
miscommunication. I also like the idea of a "talking stick" for court
sessions. It can be any item, or a newly created one expressly as a
talking stick. The point being they whom have the talking stick, talk,
others listen. The talking stick is passed on and the process repeats.

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