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CM
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Post by CM »

Ok then how do we game together?
If we don't start at the same place we are solo or what?

Hey if my question get annoying just tell me.
I will shut up for around a week, but i will be back with many many more! :D
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Post by Xandax »

Just ask away :D

Well I think that some will find together right away, were as others might wanna start for them self, and then join up with the group ingame where they'll suddenly meet up with somebody that they know from here (but don't know ingame).
I think it should be up to each individual how this is done - but I'll most likely start in a major city if possible. (most likely Arberdan)
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Post by CM »

ok more logistic questions:

Do we use our character names ingame or do we use the Argyle forum nicks in the gaming world?

Each site is not similar right, there are places that are bigger or smaller in argyle and depending what region you are in you get better or worse weapons right?

Also how exactly do we exchange weapons and items?
We post the items here in this forum and set up a deal with a banshee member and then meet them in the real world to make the exchange?
But doesn't this violate the character real person info rule?
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Post by Xandax »

As for gaming-names, you use your character name, not neasecarly your forum name (I'm lucky, mine is the same)
I'm currently considering to alter the website to avoid much metagaming, but more about that later.

As for areas of Argyle, I'd suspect some areas are more dangerous that others, and if dragons are in NwN, you can be sure there will be an area with dragons - thereby I'd suspect that treasure will also change as difficult level will, but you'd have to check with TAT(the argyle team) themself for better info.

As for sharing stuff, I'd think it best if it only happens ingame, other than that, I'd say it violates roleplaying.
This also goes for if a charactere dies - well then it would be frowned upon, if somebody uses this forum to tell guild members where the body is, so it can be raised.(of course nobody can control if somebody uses mIrc, ICQ, PM or whatever, but I feel it shouldn't happen)
Any such information should IMO only occur ingame.
out of character talk, stratigies etc. can happen out-of-game, but not the other stuff (IMO)
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Post by CM »

hmm ok, i am running out of questions here! :D

Dragons are on spire land from what i read on the map.

Ok got the out gaming part.
So don't kill me if i trade with some shop a really cool spell that the magi wing needs!
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Post by Xandax »

Just as long as you give me some money every early on, so I can summon my familiar :D (cost 100 GP man, where am I gonna get that amount :D )
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Post by CM »

hmm maybe depending on how much money i have.
But of course i want dibs on the coolest pally weapon around.
So if you find a cool pally weapon it is mine! :D
arrgh that roleplaying rule!
I have to find some loop holes that one! :D
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Post by Nippy »

Originally posted by Xandax:
<STRONG>Well the only other guild on Argyle that is PC controlled is "Sin" the rest are Argyle created guilds that players can join.
Sin will most likely be centered in Habour, but branch out through Argyle.

Without reading much I'd sucpect guild Sin to come in "contact" with many of the others guild, either because they will branch into their field of influence, or because it seems Sin is mostly "evil" people.

The rest of the guilds are NPC controlled at start.</STRONG>

@ Xandax, The Coult of the Unholy is actually player controlled.
:) :)
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Post by Xandax »

Originally posted by Nippy:
<STRONG>
@ Xandax, The Coult of the Unholy is actually player controlled.
:) :) </STRONG>
I've just looked at the official guild list - are they a guild before game start or will they have to develope ingame (like us).
What is their website?
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Post by CM »

Ok i am confused now, i was check the BoS site, and my question is the site named after the character Sin?
Or is it created for evil doers thus the name of sin.
And Cult of the Unholy?
What site, i haven't seen those guys.
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Post by Xandax »

Guild of Sin is mainly an "evil" guild, wich IMO would rivial a thieves guild somewhat.
Let's see what mess they get themself into :)

As for the Cult of Unholy, I've seem them mentioned at Argyle, but seen no guild description and/or site.
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Post by CM »

Ah ok, so there be some one evil to kick! :D
For what is it to die but to stand naked in the wind and to melt into the sun? - Khalil Gibran

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Post by Xyx »

Originally posted by Nippy:
<STRONG>Cult of the Unholy or something are all clerics I believe</STRONG>
These should be watched! I mean in-game, not spying on their site. They have the potential to become extremely powerful and influential.

They will have plently of access to Raise Dead, so they'll hardly ever lose a member. The whole organization will advance in levels almost unhindered.

Clerics have access to magic without having to fear retribution. Services "normally" rendered by mages will be performed by Clerics, Druids and Bards in Argyle. This solidifies their position, although I understood that spellcasters are probably treated as suspect no matter what their class.
Originally posted by Fas:
<STRONG>So if i know say xyz due to the board i can't join up with him on the NWN world?</STRONG>
:eek:

Nononono. It's X-y-x.

X.Y.Z. is an acronym for eXamine Your Zipper. :rolleyes:

I'll let it slip... this once! ;)
Originally posted by Fas:
<STRONG>Ok then how do we game together?</STRONG>
The Argyle DMs are not stupid and anticipate people wanting to play with their "Real Life" buddies. I doubt they'd mind if characters band together because they feel like "kindred spirits" or something. ;)
Originally posted by Fas:
<STRONG>arrgh that roleplaying rule!
I have to find some loop holes that one! :D </STRONG>
Tithe, tithe, tithe, baby! :D

You have to tithe to your "church", right? It would be in our common interest to quickly establish a small chapel in the guild then. ;)
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Post by Xandax »

Originally posted by Xyx:
<STRONG>These should be watched! I mean in-game, not spying on their site. They have the potential to become extremely powerful and influential.

They will have plently of access to Raise Dead, so they'll hardly ever lose a member. The whole organization will advance in levels almost unhindered.

Clerics have access to magic without having to fear retribution. Services "normally" rendered by mages will be performed by Clerics, Druids and Bards in Argyle. <snip>
</STRONG>
Yeah - but I'd suspect them to come into conflict with sevral of the other guilds.
Evil as well as good, and of course all the treehugging neautralist druids would also whine about balance and stuff :D

BTW does anybody have an URL to their site (if they have one)

Our best bet is still to stay incognito as long time as possible IMO, untill we have the power to openly declare BoTB (if we needed) - we could become the Argyle harpers - meedling in every thing, shifting balance with simple words of concent of support, or lack there of :D :D

Uhh - I can't wait till this game comes out :D

[ 10-12-2001: Message edited by: Xandax ]
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Post by Nippy »

Originally posted by Xandax:
<STRONG>Guild of Sin is mainly an "evil" guild, wich IMO would rivial a thieves guild somewhat.
Let's see what mess they get themself into :)

As for the Cult of Unholy, I've seem them mentioned at Argyle, but seen no guild description and/or site.</STRONG>
I'm just checking with Rhino now, I'll find out soon...

:eek: :D :D
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Post by Xandax »

Originally posted by Nippy:
<STRONG>I'm just checking with Rhino now, I'll find out soon...

:eek: :D :D </STRONG>
I found it myself. [url="http://liquid2k.com/nwn/"]http://liquid2k.com/nwn/[/url]
It appears they have 23 members and they are certainly not all clerics ("only" 5 infact)- they range from sorcerers to barbarians :)

But it appeares they are allied with the "Sin" :eek:

[ 10-12-2001: Message edited by: Xandax ]
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Post by CM »

Dang so sin and unholy are aligned?
I like the harper idea.
We mess around with everybody and nobody messes with US!
Hey is there any possibility for me to get a boo in argyle? :D
For what is it to die but to stand naked in the wind and to melt into the sun? - Khalil Gibran

"We shall fight on the beaches. We shall fight on the landing grounds. We shall fight in the fields, and in the streets, we shall fight in the hills. We shall never surrender!" - Winston Churchill
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Post by Xandax »

If you want a hamster - you're out of luck :D

Also only durids (and rangers?) will have animal companions and magi's can have familiars.
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Post by NeKr0mAnCeR »

Originally posted by Xyx:
<STRONG>
More or less in the same way we're restricted by our in-game character knowledge when trying to get together and found the guild... Oops! :eek:

</STRONG>
no problem there, we can put something in our backgrounds about a secret guild or sumtin :D
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Post by Tamerlane »

From what I remember, both evil guilds are located in the Harbor, so their alliance is justified.

No need to worry about any possible threat from them, as there are many good and neutral guilds. And from what I've read it will take them a while to get off the island. What with securing a ship and all.
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