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Posted

Not sure if something like this exists, but I was hoping to find a roleplay server that runs one or more weekly sessions instead of being up 24/7, like Tale of Two Towns if anyone happens to remember that from a year or two back.  As long as it has a decent consistent playerbase (15+ or so) the specifics don't matter too much to me! I simply find the session-based servers much easier to play and keep up with.

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Posted

I was actually just thinking about potentially setting something up more akin to a DnD like session scheduling. The real kink of it is figuring out the best time slots, and trying to recruit while keeping those hours in mind. Some notes I threw together today:

v---v---v---v---v

- A server set to host about 16 players who have applied and been whitelisted for the current "season". RP is encouraged, and the general rule of thumb is to work together. The ultimate goal of Return Again is to build a community that can survive through the Winter of the 3rd year. Players are encouraged to team up to create a township that will allow them to survive the hardships of the game.
 

- 20 Days a Month allows for a month to progress for every 2-3 sessions, if sessions are 6 hours long.

^---^---^---^---^

In fact, I was thinking about putting a topic up on the forums about this note in particular to see if there was active interest for this sort of thing. While I understand that a lot of people might be interested, I feel like 16 players would be a solid number of people without making things too cluttered. Thoughts? Concerns? Ideas? Let me have them.

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Posted

That's a really interesting idea, and one I'm definitely interested in given the pitch! I'm not sure if something like this has been attempted before so I don't really have a point of reference for this beyond the Tale of Two Towns event I spoke of in my post and the experience I've had with TTRPGs in general the past couple years.

The two things I imagine being the biggest hurdles are a consistent playerbase and keeping things fresh enough, especially for the timeframe you've laid out, which all have a couple specific things I'd keep in mind.

Lowballing the month speed at 2 sessions per game month, that's 24 sessions per game year. If there is one session a week, that is 6 real life months per year! That's a serious time investment.

In ToTT, a month lasted about a 6 hour session if I remember correctly, so 3 months to get through a year, and even then there was some dropout, especially during winter when players didn't have as much to do.

And there is of course the concern of having things to consistently do, especially if people decide to fill specific roles or if it is mandated by the server. During the early game, that is no problem, people are busy trying to survive and constantly have things to do. Mid-game, things like pottery become far less important as people generally start focusing on building and getting through the metal ages, and by late game there is usually only exploring, building projects and projects that take a long time like animal domestication left.

A lot of servers seem to get around this by having some mix of server restarts, player-driven activities like roleplay, conflict and player-made events and server events. If this is a more focused DnD style roleplay adventure I am sure things could stay fresh for longer, but that would rely on you to somewhat regularly create new things in the limited confines of VS!

All that to say that I still think it'd be worth it and a really fun experience, but a more limited runtime would probably be more realistic.

And on top of that, unless we had considerable luck and got 15 other people who had no scheduling mishaps and didn't lose interest, there would have to be a way to get people in to the game to replace those who left, something other VS servers seem to survive simply by merit of not needing a specific number of players to work and simply run with whatever player numbers they get.

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Posted

Maybe something of a hybrid would be better? Weekly sessions that are mostly standard fare, but campaign or event-specific objectives for players to strive for on top of their standard VS affair in between 'event weeks' where certain GM-ran events take place, something that will hopefully reward preparation made by players and strain resources like equipment, or even force temporary relocations to escape or follow threats and objectives, delay the mid and late game while giving players something new to do, whether they be a static number like you said or a more fluid playercount.

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  • 2 months later...
Posted (edited)

Hey man, so there''s actually a successor to Tale of Two Towns called Nyrland, and the second season begins in a few days! here's a link to the discord server. Just fill out the form to choose a job, and select which town you want to join. The admins seem to be doing an above ground town and a below grouns town for this season. Many of the people from a Tale of Two Towns play this server.

https://discord.gg/86KuN9PS28

Edited by YourLocalViking_TTV
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