Re: Spicing up FK (New classes and New options)
Posted: Sun Jun 30, 2013 3:25 pm
I think I would not be able to get behind adding anything with that distinction.some races are so outlandish
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https://www.forgottenkingdoms.org/board/viewtopic.php?t=16815
I think I would not be able to get behind adding anything with that distinction.some races are so outlandish
Quoted! If you want to build, start small, then we can work up from there, but you have to be willing to give it a shot! Send me a PM for details... I can help you get rolling if you like, you could contribute to an area I'm working on now to get some of the basics done. Harroghty keeps a really nicely updated builder lessons thing for us as well...Harroghty wrote:We have a long tradition of teaching new builders. (Mask and Waukeen helped me a lot when I started.)
The big thing is being ready to really try.
Why not? It is a fantasy game, a lot of things are outlandish. If it were done properly, and put in right, we could have just about anythingLathander wrote:I think I would not be able to get behind adding anything with that distinction.some races are so outlandish
I agree with this completely, despite the fact that many restrictions put in place when exotic races were first put into the game are no longer enforced/or are relaxed, there have been gross abuses of those races. I own it up to boredom, a desire to rp with others and a want to go to well-travelled locals over blatant abuse by players. Its just difficult to manage and temptation is always there. I applaud the introduction of the deep gnomes though, that execution is almost flawless in my opinion.Harroghty wrote:
Secondly, I have not seen a lot of willingness to embrace the role-play of diverse races. Experience suggests that more powerful exotic races would suffer tremendous abuse and add little real value.