Naelwyn
Non sum qualis eram
So, yep, this is a thing. It almost wasn't a thing, but Readij and Rygan encouraged me, so it's happening, even for just those two.
Once more unto the breach is the title for my small player-run campaign. It's a potentially recurring scenario, and if people do enjoy it once I've run through the phases, the event folks will have access to the mechanics for the recurring events portion and could continue running them afterwards if they so desired to.
It is completely and wholly optional. Nothing whatsoever will happen to people that choose not to participate. Potential consequences /only/ affect those who choose to play in the game, and potential benefits will mostly affect the same. There are pre-defined success and failure states and fairly substantial failure consequences. It is absolutely possible to fail to complete this campaign, it is not /necessary/ for the plot to move in any one direction, and if people fail I will not pull punches. You will know all the possible consequences long before you can opt in.
The campaign has three real purposes:
1) To give people something new to do for a while. I kind of like what's been drafted, as I don't think we've run something like I have set up like this before.
2) To give some time for Lore and Events to re-integrate and figure out their next conjoint set of stuff. Not only can this campaign run a while, but afterwards it can provide a recurring weekly or bi-weekly event for people to have something to do.
3) To finally retire my character, and give an oppertunity for other legacy characters to retire in the same fashion. I had made 3-4 separate attempts to talk to Cherry about setting things up for me to either write Naelwyn out of the story or divest in his magical skills in some way, in order to make the character more interesting or retire a 4-year-old character in a meaningful fashion but all of them fell through when Cherry had to vanish again. So, I wrote something small myself, where I'm not going to be heavily involved, that gives me the chance to clear out most of the legacy bits to help lore later.
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What is it?
Once more unto the breach is a campaign wherein the players that choose to participate will be attempting to invade, secure, and fortify, a position inside the Nether.
It is, first and foremost, a longterm, freeform roleplay survival challenge keeping in accord with the Minecraft mechanics of the Nether.
Characters will need to provide for themselves food, water, and material supplies, keeping in mind that no infinite water production exists in the nether. Every character participating has an initial 'carrying capacity' which they can use to bring specific things into the nether with themselves. Co-ordination on this front is key to success.
As part of the challenge of the campaign, those who participate will be primarily /sealed/ inside the nether with a limited carrying capacity of things they can bring with them.
Whenever they choose to open the portal back to where they came from to resupply, the fortification they are working to construct will be attacked by denizens seeking to escape the nether into the normal realm. The catch is that they cannot, until every person pledged to defend the gate has fallen or fled.
If that happens, and a nether being touches the gate, the gate will destruct, and trap all those still alive that have either forsaken the oath to defend it, or never swore it but were in the nether anyways. This is the failure state. Those that have died in the Nether, without a gate home, cannot be revived by the sisterhood.
By re-establishing the gate a second time, it is possible to retry this recurring campaign. If it is re-established quickly enough, there is a chance to save those still trapped within, either in living bodies or disembodied souls.
The attack of the Nether's denizens is not meant to be especially lethal, but moreso to be taxing on supplies. Those who die OOCly to the attacks will have an escalating series of potential injury rolls, which healing of will take time and supplies. In addition, one must remember that Iron and Diamond are limited resources in the nether - so damage sustained to equipment is likely to be permanent.
The 'win' condition of this campaign is if the full construction of a checklist of features is completed, with the gate still standing, and a self-sufficient garrison is established that does not need outside resupply.
The potential benefits of this win condition is a linked network of IC-justified portals, similar to the very first functioning of fast travel on the server. This is intended to serve as a potential alternative and additional link between towns as boats and roads, and will help provide time and less stress to the staff constructing road networks.
It is a potentially potent thing to secure for oneself, but entirely optional - a portal could have economic and town-activity benefits, but also brings upon oneself a military threat, as the travel is instantaneous.
Were it not for Readij and Rygan, this campaign would not have happened. You should put your thanks towards them, if you end up liking this. Every aspect of this is designed to either be interesting, fun, and challenging, or otherwise assist with something I saw people stressed about. Hope you guys find it interesting.
Please feel free to ask questions - I will add answers to this post below this line.
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Once more unto the breach is the title for my small player-run campaign. It's a potentially recurring scenario, and if people do enjoy it once I've run through the phases, the event folks will have access to the mechanics for the recurring events portion and could continue running them afterwards if they so desired to.
It is completely and wholly optional. Nothing whatsoever will happen to people that choose not to participate. Potential consequences /only/ affect those who choose to play in the game, and potential benefits will mostly affect the same. There are pre-defined success and failure states and fairly substantial failure consequences. It is absolutely possible to fail to complete this campaign, it is not /necessary/ for the plot to move in any one direction, and if people fail I will not pull punches. You will know all the possible consequences long before you can opt in.
The campaign has three real purposes:
1) To give people something new to do for a while. I kind of like what's been drafted, as I don't think we've run something like I have set up like this before.
2) To give some time for Lore and Events to re-integrate and figure out their next conjoint set of stuff. Not only can this campaign run a while, but afterwards it can provide a recurring weekly or bi-weekly event for people to have something to do.
3) To finally retire my character, and give an oppertunity for other legacy characters to retire in the same fashion. I had made 3-4 separate attempts to talk to Cherry about setting things up for me to either write Naelwyn out of the story or divest in his magical skills in some way, in order to make the character more interesting or retire a 4-year-old character in a meaningful fashion but all of them fell through when Cherry had to vanish again. So, I wrote something small myself, where I'm not going to be heavily involved, that gives me the chance to clear out most of the legacy bits to help lore later.
----------------------------------------------------------------------------------------------------------------
What is it?
Once more unto the breach is a campaign wherein the players that choose to participate will be attempting to invade, secure, and fortify, a position inside the Nether.
It is, first and foremost, a longterm, freeform roleplay survival challenge keeping in accord with the Minecraft mechanics of the Nether.
Characters will need to provide for themselves food, water, and material supplies, keeping in mind that no infinite water production exists in the nether. Every character participating has an initial 'carrying capacity' which they can use to bring specific things into the nether with themselves. Co-ordination on this front is key to success.
As part of the challenge of the campaign, those who participate will be primarily /sealed/ inside the nether with a limited carrying capacity of things they can bring with them.
Whenever they choose to open the portal back to where they came from to resupply, the fortification they are working to construct will be attacked by denizens seeking to escape the nether into the normal realm. The catch is that they cannot, until every person pledged to defend the gate has fallen or fled.
If that happens, and a nether being touches the gate, the gate will destruct, and trap all those still alive that have either forsaken the oath to defend it, or never swore it but were in the nether anyways. This is the failure state. Those that have died in the Nether, without a gate home, cannot be revived by the sisterhood.
By re-establishing the gate a second time, it is possible to retry this recurring campaign. If it is re-established quickly enough, there is a chance to save those still trapped within, either in living bodies or disembodied souls.
The attack of the Nether's denizens is not meant to be especially lethal, but moreso to be taxing on supplies. Those who die OOCly to the attacks will have an escalating series of potential injury rolls, which healing of will take time and supplies. In addition, one must remember that Iron and Diamond are limited resources in the nether - so damage sustained to equipment is likely to be permanent.
The 'win' condition of this campaign is if the full construction of a checklist of features is completed, with the gate still standing, and a self-sufficient garrison is established that does not need outside resupply.
The potential benefits of this win condition is a linked network of IC-justified portals, similar to the very first functioning of fast travel on the server. This is intended to serve as a potential alternative and additional link between towns as boats and roads, and will help provide time and less stress to the staff constructing road networks.
It is a potentially potent thing to secure for oneself, but entirely optional - a portal could have economic and town-activity benefits, but also brings upon oneself a military threat, as the travel is instantaneous.
Were it not for Readij and Rygan, this campaign would not have happened. You should put your thanks towards them, if you end up liking this. Every aspect of this is designed to either be interesting, fun, and challenging, or otherwise assist with something I saw people stressed about. Hope you guys find it interesting.
Please feel free to ask questions - I will add answers to this post below this line.
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