Post by Hirosame on Dec 25, 2015 4:23:24 GMT
Heyo, peoples. So, I had mentioned a few days ago this dungeon concept that I had come up with a while back. As irony would have it, it was the first conception of a Level 90 dungeon that the mods had, at the time of my own mod-ship. The idea was to make it a test-run kind of thing, where my character (Hirosame) would be the guinea pig of sorts. Whether that would've given him an unfair boost into the 91+ range, or if it was just to be a test, wasn't really of any question or concern. To be a base for the rest to go off of was the original goal, and now that I am no longer a mod and have no direct influence/say in what constitutes gaining level 91, this dungeon concept was pretty much left to rot. However, after having mentioned something about it a few days ago, and garnering a little bit of attention for it, I thought I'd bring it back and display it in a more public way. So, here's the basic rundown of it:
The Digital Tower: A Dungeon that was supposed to be implemented into the system after a while, but ended up being dropped by the developers. This project, although abandoned, has a good bit of its code still placed within the system, but has been labeled as inaccessible. Due to it not being finished, there have yet to be any type of restrictions placed on the user, in regards to weaponry. Skills from the users classes aren't in effect, since the code of the dungeon, at present, does not allow for flexibility of environment and player. The weapons each house their own stats, though. They are virtually weightless, enhance the stats of the user, and flow with them in all their motions.
The guardian, created by the developers, that watches over the place is there to make sure that the programs are still intact, should the developers decide to come back. This guardian, called Mainframe, can conjure any of the weapons to aid the player who accidentally happens upon the dungeon, as well as provide information about it.
The dungeon appears in a glitch/rip in the game program, within the Sarum wilderness. The party will find it while he is out for a guild-related job, and he happens to see the rip. Deciding to inspect it, he falls into the system on accident. There, he meets with the guardian, and learns about the dungeon, what it is, and what he can/cannot do. To leave, they must clear it, but this was intended to be an end-game dungeon. He is then given a roulette of weapons to choose from.
The party is then informed that in order to get through the dungeon, they must complete the tasks on each floor, in order to gain access to giant elevators that will take them up to the next floor. There are a total of six floors, with a boss encounter at the top. Once clearing all the floors, as well as beating the boss, they will be transported back to the Sarum frontier.
So, there's the plot for it. As you can probably tell, this'll include a bit of RNG in order to make things go smoothly, though I'm not entirely sure how to implement some of the rolls. Yes, this will be making use of the roll system. Seriously, it's really useful. However, just so there isn't any confusion, the only rolls that a player may make will be to grab one's weapon at the start. Each weapon will give bonuses to the player's stats, helping designate who does what. The rolls for those will be released, if people are for sure interested.
Here's where we talk about some of the critical mechanics in this dungeon, which would set itself apart from the rest.
1. CLASSES ARE NULLIFIED. Basically, all of one's stats, in this unfinished dungeon, have been replaced with set numbers, based on a single set. All skills, stats, armor, weaponry, etc. have no effect, which will further increase the importance of the rolls of weaponry.
2. Since the dungeon gets rid of classes, the party must use their own personal skill as fighters, in order to progress through the dungeon. This is one of those "Everybody's on the same plane" kind of dungeons, which helps prevent any sort of god-modding or overpowered content. That being said, the party will have the range of motion akin to an acrobatic (single front-flips, handsprings, sprinting, etc). If need be, this can be clarified further as to what is and isn't allowed for movement.
3. Given that healers will no longer be able to perform as healers, the weapons come with a unique bonus effect:
Salvation: Level 90 Reforge.
Upon exiting combat, the user is healed to their full health. Does not apply if the user has been defeated in battle.
[More to be added, once/if necessary]
Now, of course, there's a few other things on one's mind when it comes to this. Such as, enemies, structure of the dungeon, and all that good stuff. But perhaps the most prominent, as sad as it is: "What can I get out of this?" The answer: Nothing. Just personal story, plot, and all other kinds of IC things. Not the weapons, nor Mainframe. This is basically a dungeon for the fun of it. Forcing one's character into a situation where they normally would have their skills and class to help them along, and making them more into, well, actual humans. A Sword and Shield user on the field of battle would usually be in the front, whereas an Archer would be more in the back line. Pike/Spearmen would be behind the Sword n' Boards, and everything else from there.
That's about all that comes to mind for the moment, and be looking for more information as time goes on. I'd very much like to get this idea going, since I think it would be fun. As always, I'd be more than happy to GM this, since I like making the puppets dance. Anyways, tell me what you guys think. o7
The Digital Tower: A Dungeon that was supposed to be implemented into the system after a while, but ended up being dropped by the developers. This project, although abandoned, has a good bit of its code still placed within the system, but has been labeled as inaccessible. Due to it not being finished, there have yet to be any type of restrictions placed on the user, in regards to weaponry. Skills from the users classes aren't in effect, since the code of the dungeon, at present, does not allow for flexibility of environment and player. The weapons each house their own stats, though. They are virtually weightless, enhance the stats of the user, and flow with them in all their motions.
The guardian, created by the developers, that watches over the place is there to make sure that the programs are still intact, should the developers decide to come back. This guardian, called Mainframe, can conjure any of the weapons to aid the player who accidentally happens upon the dungeon, as well as provide information about it.
The dungeon appears in a glitch/rip in the game program, within the Sarum wilderness. The party will find it while he is out for a guild-related job, and he happens to see the rip. Deciding to inspect it, he falls into the system on accident. There, he meets with the guardian, and learns about the dungeon, what it is, and what he can/cannot do. To leave, they must clear it, but this was intended to be an end-game dungeon. He is then given a roulette of weapons to choose from.
The party is then informed that in order to get through the dungeon, they must complete the tasks on each floor, in order to gain access to giant elevators that will take them up to the next floor. There are a total of six floors, with a boss encounter at the top. Once clearing all the floors, as well as beating the boss, they will be transported back to the Sarum frontier.
So, there's the plot for it. As you can probably tell, this'll include a bit of RNG in order to make things go smoothly, though I'm not entirely sure how to implement some of the rolls. Yes, this will be making use of the roll system. Seriously, it's really useful. However, just so there isn't any confusion, the only rolls that a player may make will be to grab one's weapon at the start. Each weapon will give bonuses to the player's stats, helping designate who does what. The rolls for those will be released, if people are for sure interested.
Here's where we talk about some of the critical mechanics in this dungeon, which would set itself apart from the rest.
1. CLASSES ARE NULLIFIED. Basically, all of one's stats, in this unfinished dungeon, have been replaced with set numbers, based on a single set. All skills, stats, armor, weaponry, etc. have no effect, which will further increase the importance of the rolls of weaponry.
2. Since the dungeon gets rid of classes, the party must use their own personal skill as fighters, in order to progress through the dungeon. This is one of those "Everybody's on the same plane" kind of dungeons, which helps prevent any sort of god-modding or overpowered content. That being said, the party will have the range of motion akin to an acrobatic (single front-flips, handsprings, sprinting, etc). If need be, this can be clarified further as to what is and isn't allowed for movement.
3. Given that healers will no longer be able to perform as healers, the weapons come with a unique bonus effect:
Salvation: Level 90 Reforge.
Upon exiting combat, the user is healed to their full health. Does not apply if the user has been defeated in battle.
[More to be added, once/if necessary]
Now, of course, there's a few other things on one's mind when it comes to this. Such as, enemies, structure of the dungeon, and all that good stuff. But perhaps the most prominent, as sad as it is: "What can I get out of this?" The answer: Nothing. Just personal story, plot, and all other kinds of IC things. Not the weapons, nor Mainframe. This is basically a dungeon for the fun of it. Forcing one's character into a situation where they normally would have their skills and class to help them along, and making them more into, well, actual humans. A Sword and Shield user on the field of battle would usually be in the front, whereas an Archer would be more in the back line. Pike/Spearmen would be behind the Sword n' Boards, and everything else from there.
That's about all that comes to mind for the moment, and be looking for more information as time goes on. I'd very much like to get this idea going, since I think it would be fun. As always, I'd be more than happy to GM this, since I like making the puppets dance. Anyways, tell me what you guys think. o7