The Forgotten Kingdoms Community

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Mask
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The Forgotten Kingdoms Community

Post by Mask » Sun Mar 27, 2011 2:09 pm

Hi all!

We would like to try and re-invigorate the Forgotten Kingdoms community with a combination of initiatives aimed at drawing in some new players, and perhaps encouraging a few wise old heads to return.

The first part of this is to make the 'Mud Connect' button more obvious in an attempt to get us back up into the top ten - if you could make the effort to click it daily that would be a great help! We are also exploring a few options for a greater Facebook/Friendface presence - if you have any other ideaas for that, please post them in the 'Avertise or Die' thread.

The second part is establish hometown based organisations which will offer early support for younger characters and a bit more of a 'reason to be' for older characters - a source of companions for dungeon crawls, as well as a source for unique per-hometown feats and ultimately inter-organisation jockeying for position.

In both projects, we will need as much support as we can get from the broader community - if you are interested in getting involved in any aspect of Forgotten Kingdoms, please let us know in this thread and we will be glad of any assistance - whether it is assistance with brainstorming the ideas required, help with the building required - either as a 'describer', an area builder or a quest writer. Note also that if there are any other aspects of the game you feel you would contribute to - as a member of the player council, staff council etc, please let us know!

Thanks,

Martin
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Re: The Forgotten Kingdoms Community

Post by Xryon » Sun Mar 27, 2011 2:23 pm

I'm not around nearly as much as I used to be, but I'm happy to help with whatever I can. Plenty of hard-building experience, as well as time organizing/running events.
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Re: The Forgotten Kingdoms Community

Post by Gwain » Sun Mar 27, 2011 10:10 pm

I would not mind helping.
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Re: The Forgotten Kingdoms Community

Post by Tyeslan » Mon Mar 28, 2011 3:31 am

I would enjoy helping how ever I can. Now that I have a more stable internet connection, and time to commit, I would definitely enjoy doing this.
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Re: The Forgotten Kingdoms Community

Post by Selveem » Mon Mar 28, 2011 4:40 am

Mask wrote:Note also that if there are any other aspects of the game you feel you would contribute to - as a member of the player council, staff council etc, please let us know!
What would be the correct forum for this?
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Re: The Forgotten Kingdoms Community

Post by Athon » Mon Mar 28, 2011 8:42 am

I would love to help. I should be having considerably more time to contribute from here on out (At least until August, this semester is easy!).

Edit: I can contribute as an area builder (coder), quest writer, and overall conceptual brainstorming. I've thought of guild-like things in the past (I think I posted about it) and would love to contribute.
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Re: The Forgotten Kingdoms Community

Post by Brar » Mon Mar 28, 2011 1:12 pm

Eltsac and I will help where/when/"with what" is needed given our very little free time recently.

Which makes me think we're very late on all our current projects :roll:

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Re: The Forgotten Kingdoms Community

Post by Briek » Mon Mar 28, 2011 1:32 pm

with whatever time is available to me I can help in whatever way you'd like.
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Re: The Forgotten Kingdoms Community

Post by Athon » Tue Mar 29, 2011 12:25 am

Marty,

Are you looking to make the guilds exclusive to your hometown only? What about doing three separate guilds that are spread out across the realms as branches? For example, a Crimson guild could be evil-minded, a Blue guild could be good-minded, and a White guild could be neutral-minded? Players can join any of the three that the chose but it should be done at a major consequence to their alignment.

Does that seem plausible?
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Re: The Forgotten Kingdoms Community

Post by Harroghty » Tue Mar 29, 2011 2:48 am

You can lead a horse to water, but you can't make it drink. You can, however, pour water all around the horse.
In short: The idea is to tie guilds to hometowns rather than create new global organizations because hometowns will provide more for players to do (coded and interactive both).

The novelty of hometown guilds is that they will provide life-long, coded events for every player character (e.g. at level ten you become eligible to see your guild master for an errand), help to create a regional identity for them ("I am from the North!" or "I am a Dalesman!"), and create more opportunities for role-play by adding more variables. This will not only be more fun in the long run, but it is also more in keeping with the Realms than our current parochial, faith-driven model (an adventurer might invoke Tymora one moment and Beshaba the next, praying to Tempus for help in battle come morning, and then to Umberlee to not wreck his ship that afternoon).

Think about this way:
> There are eight players in game.

> There are four different alignments, the largest population of any one is three. There are two other groups of two and one group of only one.

> There are four different races, the largest population of any one is four. The others are all the only of their kind logged in.

> There are four different guilds, the largest population of any one is two. The others are all the only of their kind logged in.

> There are four different faiths, the largest population of any one is two. The others are all the only of their kind logged in.

> Four players are from Waterdeep and four players are from Silverymoon.
The largest groups on-line are regional. Better, each of those large groups contains smaller subsections of religion, alignment, race, and profession (class/guild). Therefore there is more potential for large group against large group (or large group and large group against large group) interaction because the groups are larger and the difference is more obvious. A Dalesman or a Cormyte would know a Semban by his haughty speech and fancy clothes, but do you necessarily wear your alignment on your sleeve? Further there can be conflict within the large group (race conflicts, religious strife) when one guild/alignment/religion disputes with another from the same hometown about how they will get to the tomb before those from another hometown.
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Re: The Forgotten Kingdoms Community

Post by Peverell » Thu Mar 31, 2011 8:09 am

Moving the MUD connect button to be more visible is a great idea.

I should be around more often now and would be happy to help out - Probably best in a word-y capacity (ie helping with descriptions) and in a supportive capacity (eg controlling NPCs to assist events designed and run by others, or just in a day-to-day "adding flavour" way)
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