Well, you've got armor, some weapons, rations, its time to go exploring. Time to explain what you can get, and what will happen with dungeons as time progresses.
1) Dynamic Quest Job System
- NPCs and Players can post Jobs as well as you could hear someone stating they need help, and offer assistance. I’ll explain with a generic farmer.
- A farmer is having two problems, a world event, locusts is damaging his crops, as well as wolves are eating his cows. Since the locusts are the big problem, and the wolves are rarely causing an issue yet, she posts a job for anyone that can find a way to protect crops from locusts.
Player and NPCs will see this at the board, and the race is on. Do you RnD a new Magic or Technology that makes locusts not enter an area? Or do you find where the locusts are nesting and obliterate a large colony with a fireball spell? The first person to come up with a solution gets paid. One player however goes to the farm, interested in finding out if anything could be done. While talking to the farmer, finds out that the wolves are a nuisance. Being more of the adventuring type, he goes out and culls the wolf population, getting paid for that service, and leaving his information encase they come back.
Now that farmer has someone who he goes to for protection, and another has solved the locust problem. As long as its physical protection, you've just got a dedicated job. When something happens needing physical strength and fighting, you get a letter, and can solve this situation with Downtime Actions, or by showing up and solving it yourself.
2) Dungeons and Dungeon Overpopulation
- Dungeons have more than just loot inside of them, they also have relics which could benefit you outright, or be researchable into something new. Inside the dungeon you will see a theme to the dungeon, in our example we’ll use kobolds. At the start of the dungeon, a minor relic is placed, and the kobolds are sent about their daily lives. As time progresses that this dungeon isn’t found, they grow in number, and the rarity of the relic slowly increases. This allows for the dungeon difficulty to effect the reward. However there is a side effect for your inaction.
- Dungeon Overpopulation system is made so that once the kobolds have grown in number enough that they have no more space for living for new people, some will leave the dungeon. They will form a camp nearby, basically starting their own civilization. The question is what does this mean for you?
1) Adventurers attack them, and can eventually wipe this species out if they wish. Or simply raid the dungeon and get the relic. Its even possible they had no idea the kobolds started a small village yet.
2) A Scholar deciphers the language of the kobolds, and simply trades for the relic, eventually making them an allied race.
3) A Villain comes in and destroys most of them, forces them to surrender, and into servitude as minions.
4) A Villain could also go the peaceful route and trade for goods and make them willing minions by solving their problems, like those pesky adventurers that keep attacking them when they return to their homeland, the dungeon they started at.
5) They could not be noticed, and left unchecked. Eventually their territory borders yours. If they are peaceful they may start trading with you. Or they could start a war, depending on player actions.
- Wait, isn’t that basically a player civilization now? Actually, its quite possible to have any species become a player species once discovered, allowing you to play as a kobold for instance. Once any species has hit the level of a civilisation it is available on your server for play. You may even choose if its an enslaved species to become one if you want to lead a revolution.