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Posted: Mon Oct 15, 2001 4:07 am
by Xandax
Originally posted by Garcia:
<STRONG>Did I detect a little irony, necro?

I think that there is no need to split it up it will all come naturally.</STRONG>
Well timezones will divide initially :)
Of course I also plan to game late local time to meet up with our american players :)

Posted: Mon Oct 15, 2001 4:11 am
by Xyx
Nothing wrong with making BIG adventuring parties. :D Argyle is a dangerous place, and from what I hear a party of six will have a hard time clearing dungeons on their own.

A party of 46, on the other hand...

Posted: Mon Oct 15, 2001 4:24 am
by NeKr0mAnCeR
i still dont like craig's idea of a day for each wing cause i wouldn't like to adventure only with fighters :rolleyes:

Posted: Mon Oct 15, 2001 4:33 am
by Xandax
Originally posted by NeKr0mAnCeR:
<STRONG>i still dont like craig's idea of a day for each wing cause i wouldn't like to adventure only with fighters :rolleyes: </STRONG>
There is no way this divideding by days and such should and could work.
When and how we adventure, should be mainly up to each own in acording with friends/BoTB :)

Posted: Mon Oct 15, 2001 4:54 am
by Garcia
And the great efficiency of being a party that consists of different classes will not be possible. Pure fighter party is weak, pure thief party is weak, pure mage party is weak etc. a little mix, a little teamwork and a lot of skills then we will be unstoppable Image

Posted: Mon Oct 15, 2001 7:45 am
by Xyx
While I do not agree that non-mixed parties are weak per sé, or that every party needs a warrior, thief, mage or priest, I agree that we should just see what happens and leave it up to individual people to decide who they will adventure with.

(Whoa, run-on sentence! :D )

Posted: Mon Oct 15, 2001 9:59 am
by Xandax
okay peeps.
I've been mailing with Rhino (core DM over at Argyle) and the responce is as I thought somewhat. (Although much concrete information was not given :) - but who can blame 'em for that)

Firstly when asked how big he'd "think" we should/could be ingame - I was told, that he already thought we were getting to big, his initial ideas about guildsize were that it would be hard to run guilds at excess of 20 members (ingame). And he said that it was possible that a cap on guild size could be made in Argyle.

But - he also pointed out, wich is something we have talked about in here also - is that there is a big difference between an ingame guild and outgame guild. We, in here could properly hold several hundres people, but ingame we might only be 20-30 or so, that want to make this guild.

Lastly he said, that he actually didn't like the fact that guilds were "recruting" members before game, because it was actually an ingame question.


I am affraid that this points in the direction I outlined in my first couple of posts - that it would properly be a good thing to cap the guild for Argyle, and still IMO this should happen sooner than later, and then when we get ingame, we could either sort out idle members or see what/how the structure of the world can hold, and then possible open the guild again.

So the way I see things is that we could make the guild massive "out of Argyle" - and then maybe experience that we can't create the guild "ingame".
Or we could cap it now, and if the world structure allowed it - reopen to people.

Feedback, please.

Posted: Mon Oct 15, 2001 10:27 am
by Xyx
Sucks, but Rhino is right... Pre-game recruiting is kinda odd.

I don't see why guilds would be capped at 20, though. How realistic is that?

Maybe we should split up in three groups or so. Put people together that will probably game together because they are online at the same times. Also put people with comparable mindsets together (separate "roleplayers" / "powergamers", ambitious folk / those that just want to fool around, Good / Evil characters, etc...).

Posted: Mon Oct 15, 2001 10:55 am
by NeKr0mAnCeR
we could have "wings" for timezones. just an idea

Posted: Mon Oct 15, 2001 11:04 am
by NeKr0mAnCeR
we could have "wings" for timezones. just an idea

Posted: Mon Oct 15, 2001 11:19 am
by Xandax
Originally posted by Xyx:
<STRONG><snip>
I don't see why guilds would be capped at 20, though. How realistic is that?
<snip>
</STRONG>
It was just a number he initially had thought of.

But we could also just allow eveybody into our "pre"-guild, and see what happens at gamelaunch/ingame.
The guildmaster(masters) must be at least level 6, so it will take some time before the guild can get running ingame.

But my vote goes for capping at 50, eventhough I don't really like it.

As for subdividing to ei. timezones, well I'm not to sure - I had plans on gaming (especially at weekends) late local time, to "meet" our amercianish timezone friends :)

Also an idea: we could turn focus away from Argyle and towards own modules and other MP-modules and then host/play these ourselves - and let thoese that wish play persitant worlds.
There were at some point some annoyance from members that we weren't playing FR-oriented.

[ 10-15-2001: Message edited by: Xandax ]

Posted: Mon Oct 15, 2001 11:36 am
by zorac
If the sole focus of BoTB is Argyle then a cap might be necessary. On the other hand if there is more diversity as you suggest Xandax, i.e. other persistent worlds own modules and so on, then a cap might not be necessary.

BTW, does this mean I didn't make the cut Xandax? I submitted a character a couple of days ago.

Posted: Mon Oct 15, 2001 11:42 am
by Xandax
Originally posted by zorac:
<STRONG><snip>
BTW, does this mean I didn't make the cut Xandax? I submitted a character a couple of days ago.</STRONG>
No - I've just not had time to add you yet :)
You are the 47th member :)

EDIT: you are added :)

[ 10-15-2001: Message edited by: Xandax ]

Posted: Mon Oct 15, 2001 11:59 am
by Saigo
You guys are scaring me, now. I have been planning to join, but I am trying to catch up on 3rd Edition rules, first. I just got the PnP Player's Handbook and the DM's guide (I haven't played since 2nd Ed., sometime in 1985). I intend to create a character in the next week, but if you're going to limit your numbers, I'd better hustle.

You are more familiar with the Blades makeup than I am. I am most comfortable playing a Paladin or a Thief; which is needed more? Or is there another class you think needs better representation?

Posted: Mon Oct 15, 2001 12:15 pm
by zorac
I think it's impossible to say what the turnout will be when the game is released and Argyle has opened. So pick whatever you want of those two. Both are equally well represented in the Blades though.

If you ask me, I would say that the Blades are slightly lacking in the healing department (cleric/druids). But that shouldn't be the deciding factor for you.

(only my 2c)

Posted: Mon Oct 15, 2001 12:34 pm
by Xandax
@Saigo: If you wish to join select a character class that fits you (simply submit without a character class) - everything can be change, no information is fixed as of yet. :D

Posted: Mon Oct 15, 2001 1:01 pm
by Saigo
:cool: Truth is, I'm comfortable playing any class, so I thought I'd try to fill in where it would help most. But I'm happiest as a Palladin or Thief (Assassin, really). Weird, huh? For now, I believe you can find me in the Rogue Wing. :D

[ 10-15-2001: Message edited by: Saigo ]

Posted: Mon Oct 15, 2001 11:55 pm
by Garcia
Ahhh hallo Siago the Cleric.... :D :D :D :)

Posted: Tue Oct 16, 2001 12:17 am
by Xandax
Originally posted by Garcia:
<STRONG>Ahhh hallo Siago the Cleric.... :D :D :D :) </STRONG>
Well - he's a rogue, and who was in doubt of that :D

Posted: Tue Oct 16, 2001 2:08 am
by CM
Ok, well if you have to cap it you have to cap it.
But i agree i am not happy about it either.
However are there any other worlds where we can join, where the guild counld be larger, like the harbor?

I would most likely be a limited player, this is my last year in college and i have a lot of tough classes and may have a job or internship around then.
So i am not sure.
Plus the exact date isn't give so i have no idea what i will be doing.
I might have no classes and be on from 6 in the evening till early morning every day! :D