Adventurer's College

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Welcome to the Adventurer's College Project page. The purpose of this page is to describe the planned Adventurer's College, detail my progress on it, collect feedback about it and, when it's done, put up spoilers.

Contents

Overview

The purpose of the Adventurer's College is primarily to teach first-time mudders the basics of mudding here at Lost Souls. A secondary purpose of the zone will be to provide some benefits to those still in the Adventurer's Guild so that being unguilded doesn't totally suck. (A planned but separate intermediate area, the meteorite crater, will be directed to those who have graduated the College or who already have some experience mudding.) No one will be allowed to enter the area who is not a member of the Adventurer's Guild.

The area is a peninsula with an exit to the LH Adventurer's Guild (Ashe) at one end and water all around. There are trails between important buildings and to the LH exit. This will be an 11x11 room zone with full 3d, and will also include a couple of buildings.

Summary of Important Rooms/Buildings

At this stage, these are concepts more than plans. I do not think all of these are necessary in the College of Adventurers--especially with Losthaven right next door--but some will be there and some will appear in the Meteor crater. (Some won't appear at all.)

Incarnation Entrance 0,0,1

This is where players who take the default character will incarnate. There is a plaque here reading, "The journey is the destination."

The Dispensary

You can get the standard services from Eleanuir at 15% discount, plus limb regeneration.

Broman's Savings and Loan

Broman teaches ownership and finance. Bank deposits are at 15% usury. One of Broman's guards is a pickpocket.

Thestis's Shop

You can buy, sell and view equipment here. Fast talking and haggling do not work. The base prices of items for sale is at a random +/- 10%.

The Gaping Maw

Sell your corpses here and get back random stuff (about the same value as stuff you could buy with that amount of cash from Emilio's). Items on corpses are eaten without recompense. Items would come from a subset of "useful items"... No trash. The knives would be decent knives, etc. The maw would select an item and then disgorge the item when enough food was put in. Therefore, in order to get the stuff from the maw, you have to keep feeding it until it spits something out. Otherwise, someone else might come along and put in an orc's pinkie and get that lovely gray-enameled longsword. On the other hand, this is beginning to sound like it would take a fair amount of work, so there might just be a class that explained where Emelio's was.

The Class of Rules

Basically, this is a room where you either have to read the rules for the mud or indicate that you have already read them and understand them. I am thinking that this should be right next to the incarnation entrance and that there should be no way out other than to answer that you understand and will abide by the rules. (Required) The player can then opt to skip the rest of the College or proceed to Administration

Administrative Office

I'm thinking that this should be the third place every student goes, directly after the Class of Rules. Here, a professor will outline the basic curriculum, define which are required and which are electives, and define the criteria for graduation. This is also where one goes to get a diploma once all requisite coursework is complete. (required)

The Class of Interaction

This will be a one- or two-point quest that involves going around a building, finding out things using the "look", "info", "count all here", "say" and "search" commands. There will also be a small fight or two. This class will probably be the first class after the administrative office. (Required)

The Class of Teaching and Training

Three trainers (misc survival skills, combat weapon skills, language skills), a small smount of training credits and a big mouth in the wall (that gives instructions) comprise this room. The player must "teach me all" to the survival skills, learn two combat weapon skills, learn a little literacy and spend all remaining credits to pass this section of the course. (optional)

The Class of Aliases

To complete this class, you will have to enter several aliases. It won't matter what you call them, but the aliases have to be entered exactly as specified. I.e., you can type in "set shared alias dl to determine location" or "set shared alias loc to determine location" and either would work, but "set shared alias loc to determine location;hp" would not work. The class would first explain what the command does, then suggest an alias statement (that could be cut/pasted) for it. (Optional)

The Class of Advanced Combat

This should teach the various combat modes, the strike command and wimpy. I'm not exactly certain how to go about doing this in a CAI sort of way, but that's the goal. (optional, maybe for the meteorite area)

The Class of Communication

This covers "say", "tell", "newbie", "ooc", reply, the use of languages and ways to cheat using emotes while explaining that it's cheating. (required)

The Class of Light and Darkness

This covers use of torches, lanterns, lanterns of darkfire, why you can't look into the next dark room even though you have a lit torch, etc. (required)

The Class of Basic Movement

Covers the directions, how to read "compass-ne/e", walking, running, hobbling, crawling, flying, swimming, drifting and using the #direction commands. (required)

Losthaven Landmarks

Covers where and what is available in Losthaven that *everybody* needs. (required)

Cimbra Geography

This would list the locales in Cimbra and describe them and how to get to them from Losthaven. (optional)

World Geography

This would detail the continents of the world and ask a few questions that could only be answered by referring to the wiki. (optional)

The Class of Guilds

Overview of the guilds. (optional, maybe for the meteorite area)

The Class of Associations

Overview of associatins. (optional, maybe for the meteorite area)

Matriculation

To graduate, you have to take all of the required courses, take a specific number of electives, pass an easy, short quiz and pay a fee. On graduation, they can get:

  • an xp challenge of frailty if they want (one-time deal)
  • a free horsey
  • illuminated
  • a chaos infusion for their primary weapon
  • a commission to kill five giant rats for a 500g reward
 plus whatever else I can think of that Chaos approves. Suggestions wanted.

Goodies for the Adventurer Class

A healer who can regenerate limbs

This should be free for up to level 4, I think,

an alumni association

You might need this to get entry into the meteorite area. Maybe a graduate gets to summon a torch whenever they want. They have their own chat line. Or I might totally blow this off.

some basic knowledge

That's the main purpose of this whole thing. Hopefully, some people will get some use out of it.


Thoughts and Suggestions

It would be nice for there to be some way for the Wardens to gain 'kudos' and possibly even more tangible benefits from donating gold and or other items to the college, which newbs can then have access to.

Equally there should be some information and or access to the Wardens that is separate to the neophyte channel.

Wardens could 'adopt' or mentor a new player for a short time and receive 'benefits' for certain outcomes

Nemesys 10:16, 11 September 2010 (EDT)

Quick point: You need to put movement quite early, unless you plan on moving them from room to room until they learn to actually move around on their own. I've seen people who have no idea how to move around. --Rifheln (Atman : Kex)

Have the exit in Stillwater, perhaps? And add a bit more on to Stillwater that's useful to newbs. --Rifheln (Atman : Kex)

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