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Offline Absol

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Re: The Labyrinth https://elementscommunity.org/forum/index.php?topic=42217.msg525344#msg525344
« Reply #12 on: July 25, 2012, 03:03:14 pm »
Well, ain't this interesting.
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Offline kevTopic starter

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Re: The Labyrinth https://elementscommunity.org/forum/index.php?topic=42217.msg525356#msg525356
« Reply #13 on: July 25, 2012, 04:18:21 pm »
Updated the first post with a revised ending where each member of the winning team gets a forum award icon.



Adding skills to each class is something I considered and tentatively decided against because a) I worry about the Event reaching WoE complexity, b) the Event's success or failure may rest on balance and I'm hesitant to muddy the waters, and c) I want this to be separate from other PvPEs so I don't want to borrow too much from the Colosseum, WoE, etc.

Based on feedback from several players above, I'm back on the fence. :-X With help from whatever poor sucker maj/Sot appoints as Organizer, I think b) and c) could be worked through.  Which just leaves us with the question: would adding skills make things too complex?  More feedback appreciated.



Feedback on specific skills is great, welcome feedback, but it is getting kind of granular.  If you take a step back, are there potentially bigger problems with the Event?  For instance, as the rules are written, each player only actually battles once every 12 days on average.  The rest of the time is team discussion and decision making.   One could argue this belongs half in Forum Games.  Thoughts on that?  Still look fun?



I suspected I'd get pretty positive feedback just because I knew there'd be interest in a RPG-style Event.  But I still appreciate all the comments.  Keep 'em coming!

Offline Spielkind

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Re: The Labyrinth https://elementscommunity.org/forum/index.php?topic=42217.msg525364#msg525364
« Reply #14 on: July 25, 2012, 04:39:46 pm »
i totally love it!!! i cant wait till it starts!!!!!!

for the skillz feedback, i guess youre right, kev, to make it so simple as it can! if skillz are chosen, they have to be charakter spezific... but i think its enough to make those specific set of cards. it makes the most sense, cause its a labryrinth-game and if you choose the wrong way you would loose... so if you choose to take the warrior or the cleric is like choosing the way to go!

but again, I LOVE IT AND I WILL IT!!!! NOW!!!!!!  8)
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Offline Shantu

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Re: The Labyrinth https://elementscommunity.org/forum/index.php?topic=42217.msg525404#msg525404
« Reply #15 on: July 25, 2012, 06:09:49 pm »
I don't like skills much, despite this being a somewhat RPG Event. To me the decks/cards represent the skills: Rogue can hide via Cloak and can poison via Poison. The Cleric has healing cards, the Wizard has many spells etc.

It is certainly not fun to play no games at all in a PvP event (see War, where 'unused' people go inactive often) and this could be the breaking point of the event if it is not fixed. I had a suggestion that could possibly help this in my previous post: sending more monsters at teams at the same time. So every turn two or three people from each team could fight, sometimes all four, rarely only one. If you make monsters varied enough so that every time different classes need to fight them (-> you might need to build the map manually) there won't be such a problem. Status effects that seriously weaken the victim or disable them (making it a bad idea to send the 'sick' person at the monster) can also increase how many people play.

I am kind of worried about stacking all the loot on one person. Why should you divide it - looking at it in an utilitarian way - when you can stack all loot on one person, allowing him to deal with any situation? Maybe the final battle where the whole team fights is a good enough incentive not to do that, I don't know. But my above suggestions could also prevent this.
« Last Edit: July 25, 2012, 06:11:41 pm by Shantu »

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Re: The Labyrinth https://elementscommunity.org/forum/index.php?topic=42217.msg525580#msg525580
« Reply #16 on: July 26, 2012, 12:52:25 am »
I am kind of worried about stacking all the loot on one person. Why should you divide it - looking at it in an utilitarian way - when you can stack all loot on one person, allowing him to deal with any situation? Maybe the final battle where the whole team fights is a good enough incentive not to do that, I don't know. But my above suggestions could also prevent this.
Even though it's more work, perhaps make 3-4 challenges each time? That way you have to manage the people as well "Wizard, you go fight the minotaur, warrior, you go disable the trap, mage, you deal with the slimeblob...etc"

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Re: The Labyrinth https://elementscommunity.org/forum/index.php?topic=42217.msg525590#msg525590
« Reply #17 on: July 26, 2012, 01:54:30 am »
I am kind of worried about stacking all the loot on one person. Why should you divide it - looking at it in an utilitarian way - when you can stack all loot on one person, allowing him to deal with any situation? Maybe the final battle where the whole team fights is a good enough incentive not to do that, I don't know. But my above suggestions could also prevent this.
Even though it's more work, perhaps make 3-4 challenges each time? That way you have to manage the people as well "Wizard, you go fight the minotaur, warrior, you go disable the trap, mage, you deal with the slimeblob...etc"
And the warrior, with no knowledge of traps, releases poison fog, killing the party, except for the rogue who knew better. The rogue loots the rest of the parties bodies. :D
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Re: The Labyrinth https://elementscommunity.org/forum/index.php?topic=42217.msg525591#msg525591
« Reply #18 on: July 26, 2012, 02:02:16 am »
I am kind of worried about stacking all the loot on one person. Why should you divide it - looking at it in an utilitarian way - when you can stack all loot on one person, allowing him to deal with any situation? Maybe the final battle where the whole team fights is a good enough incentive not to do that, I don't know. But my above suggestions could also prevent this.
Even though it's more work, perhaps make 3-4 challenges each time? That way you have to manage the people as well "Wizard, you go fight the minotaur, warrior, you go disable the trap, mage, you deal with the slimeblob...etc"
And the warrior, with no knowledge of traps, releases poison fog, killing the party, except for the rogue who knew better. The rogue loots the rest of the parties bodies. :D
But the rogue also knows better than to leave them dead or he can't win, so he revives all of them with items.
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Re: The Labyrinth https://elementscommunity.org/forum/index.php?topic=42217.msg525780#msg525780
« Reply #19 on: July 26, 2012, 10:41:24 am »
I can help organize this if you want me to. It looks lovely.

Also, you can work around problem A by simply making most skills simple, dungeon-crawl centered exploration skills rather than combat skills (of course, combat skills should be available too). I have a few ideas...
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