Fair enough Ceara. I completely agree with you on the communication issue. I will make sure to read your posts from that perspective in the future. Thank you for your honest input.
Moving on....
Khelben Arunsun spoke to a group of adventurers a LONG time ago (real time) and explained a lot of things. Those adventurers went on to become the charter members of the Fellowship of the Undermountain. Since then, some PCs were removed from the organization and others have stopped playing FK. There are only a few left who still adhere to the tenets of that band. A few attempts to incorporate new members have been made in the last couple of years or so.
I have also observed at least two of the current members slowly putting together an expedition into the UM, this might be a good way to involve oneself in the UM experience if you are someone who is unfamiliar with the place. I won't say anymore because it would be unfair of me to give information about a player-run rp expedition. If anyone wants to go this route, they should seek more info IC.
I was not the imm who played Khelben for that event but I am privy to the rp behind it so would feel comfortable playing him in that capacity. If the few members who are left assemble suitable candidates and agree on a time, I will be more than happy to have Khelben come and explain the terms of membership.
Undermountain Dwarf (Not a true bug)
- Horace
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I am tentatively against anything that encourages anyone to try and kill another PC. Imm/Admin or PC.
I think there are other ways to make the area dangerous for solo characters without essentially spamming monsters. I realize there are other alternatives to just spamming helmed horrors, but those ways take up time for the imm/admin on just one PC.
I think adding more blindness/strength sapping/or immobilization traps would effectively encourage grouping without taking up the imm/admins time.
I think there are other ways to make the area dangerous for solo characters without essentially spamming monsters. I realize there are other alternatives to just spamming helmed horrors, but those ways take up time for the imm/admin on just one PC.
I think adding more blindness/strength sapping/or immobilization traps would effectively encourage grouping without taking up the imm/admins time.
The point of imms sending Helmed Horrors (or any other monster or UM driven rp) toward solo PCs in the mid to lower levels of the area is that we imms, and more importantly the designer of the area, do not want soloists there. There have been coded things to aid that idea, yes. But there should always be, in my opinion, the opportunity for imms to mess with you when you go there alone.
I have never known an imm to throw overwhelming things at a soloist in the UM right from the start. It is usually progressive, somewhat of a "Are you sure you want to be down here all by your lonesome?" kind of deal. If that hint of things to come is ignored, a stronger one is sent and things escalate from there. It is BY DESIGN not a solo area. PCs tempt fate and Halastar's games when they go alone.
We don't say you CAN'T go alone, we say that if you choose to do that and if we are inclined to have some devilish fun at your expense, you know it is a good possibility that somethng might happen. I've done it myself on at least one mortal and I expect no quarter from imms who catch me. A few times I was lucky. More times, I was sent ramped up mobs my way and took the hint. It's a RUSH sometimes to tempt that fate, knowing that it will be HARD to recover if you lose. That's why Halaster is so successful getting people to go there. Elminster doesn't call the UM Faerun's largest cemetary for no reason.
I have never known an imm to throw overwhelming things at a soloist in the UM right from the start. It is usually progressive, somewhat of a "Are you sure you want to be down here all by your lonesome?" kind of deal. If that hint of things to come is ignored, a stronger one is sent and things escalate from there. It is BY DESIGN not a solo area. PCs tempt fate and Halastar's games when they go alone.
We don't say you CAN'T go alone, we say that if you choose to do that and if we are inclined to have some devilish fun at your expense, you know it is a good possibility that somethng might happen. I've done it myself on at least one mortal and I expect no quarter from imms who catch me. A few times I was lucky. More times, I was sent ramped up mobs my way and took the hint. It's a RUSH sometimes to tempt that fate, knowing that it will be HARD to recover if you lose. That's why Halaster is so successful getting people to go there. Elminster doesn't call the UM Faerun's largest cemetary for no reason.
Lathander,
Commander of Creativity
Commander of Creativity
- Horace
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I understand completely.
It's my humble, and not terribly fanatic opinion, that having your PC killed by another player (whether IMM/Admin or PC) creates more problems than it generates enjoyment of the game. I know some people thump really enjoying pvp and how much enjoyment they have from overcoming all odds set by divine fingers...even if they end up failing at the end.
I think a lot of people step back after a death from another player and think "could a different route have been taken that may have enriched my character's background/personality more".
I'm just an advocate for very selective pkill (i consider anyone at a computer as a player, for this instance). I may just be wishful thinking, but, I feel lessons can be taught in ways that aren't mechanically forced on another (player killing player). And in a very general sense, I believe that path to be more rewarding in regards to character development.
That said, I believe sometimes pc's need to be killed by another player. I just think it should be based more upon necessity to further a storyline, than presence within an area.
It's my humble, and not terribly fanatic opinion, that having your PC killed by another player (whether IMM/Admin or PC) creates more problems than it generates enjoyment of the game. I know some people thump really enjoying pvp and how much enjoyment they have from overcoming all odds set by divine fingers...even if they end up failing at the end.
I think a lot of people step back after a death from another player and think "could a different route have been taken that may have enriched my character's background/personality more".
I'm just an advocate for very selective pkill (i consider anyone at a computer as a player, for this instance). I may just be wishful thinking, but, I feel lessons can be taught in ways that aren't mechanically forced on another (player killing player). And in a very general sense, I believe that path to be more rewarding in regards to character development.
That said, I believe sometimes pc's need to be killed by another player. I just think it should be based more upon necessity to further a storyline, than presence within an area.
Sorry went out of town a couple of days, didnt mean to ignore this
My post was to the Fk link.. but am glad the topic has come up about groups.
Having been one of the first 5 people to run the new UM without aid of an immortal I have a very fond memory of it. However, once finished it hold little of the awe it once did. But I love doing the quests.
I think groups should be mandatory down there. However, I think it should be made a little more effective for a group of rogues/fighters to go down there with out the aid of a cleric or mage. Dont get me wrong, they should be included, but not everyone is buddy-buddy with one, or trusts any.
This would mean, making the creatures that are weapon(magical or not) damageable if but a little. Putting in incentives that would make the casting class very handy, but not required. (I do know a rogue only group down there is possible but warriors get the short end - and i like it )
Its quiet unbalanced in power. A level 35 cleric/mage can solo most of the UM. Where a fully, in-their-own-right powerful, level 50 fighter gets stopped fast!
Either that, or create some mobs that a fighter-class is needed to kill. Even it out, thus requiring non-casters in the group.
My post was to the Fk link.. but am glad the topic has come up about groups.
Having been one of the first 5 people to run the new UM without aid of an immortal I have a very fond memory of it. However, once finished it hold little of the awe it once did. But I love doing the quests.
I think groups should be mandatory down there. However, I think it should be made a little more effective for a group of rogues/fighters to go down there with out the aid of a cleric or mage. Dont get me wrong, they should be included, but not everyone is buddy-buddy with one, or trusts any.
This would mean, making the creatures that are weapon(magical or not) damageable if but a little. Putting in incentives that would make the casting class very handy, but not required. (I do know a rogue only group down there is possible but warriors get the short end - and i like it )
Its quiet unbalanced in power. A level 35 cleric/mage can solo most of the UM. Where a fully, in-their-own-right powerful, level 50 fighter gets stopped fast!
Either that, or create some mobs that a fighter-class is needed to kill. Even it out, thus requiring non-casters in the group.
Quests ideas for areas like undermountain are always good. You can send them in and they can be used to bring new interest in an area. Group only quests could be coded from ideas as well as quests that require the accompanying of rogues or other classes for pc's to even venture to complete them. Please send them in
May you find the knowledge you seek. If you find something else, it is still knowledge, and as such, still a gain.