Putting the Craft in Warcraft

BtVS Paladin of Hostess. But in all seriousness, a Paladin in BtVS could be interesting. Especially if you keep with the "We are teenagers saving the world! Fear the hormones!" aspect of BtVS and include the ability to fall.
 
BtVS Paladin of Hostess. But in all seriousness, a Paladin in BtVS could be interesting. Especially if you keep with the "We are teenagers saving the world! Fear the hormones!" aspect of BtVS and include the ability to fall.
One of the options would be allowing you to be a disciple of one of my... Custom gods.

I think it'd be cool, and not because of the fall aspect. I'm not particularly fond of doing player traps personally.
 
I wouldn't mind a Willow quest, unless you hate the character in which case maybe a Cordy quest.

for outside of buffy

I've always kind of wanted to see a healer quest every time someone chooses magic they always go either red mage or black mage having a priestess that focus's on healing and protection as the main character would be something that I haven't seen before. You started the path with Driven but he was mainly necromancy based despite the Life element.
 
I wouldn't mind a Willow quest, unless you hate the character in which case maybe a Cordy quest.

for outside of buffy

I've always kind of wanted to see a healer quest every time someone chooses magic they always go either red mage or black mage having a priestess that focus's on healing and protection as the main character would be something that I haven't seen before. You started the path with Driven but he was mainly necromancy based despite the Life element.
Yuna Quest?
 
Healer quests tend to turn into Biomancer quests or Mad Surgeon quests pretty quickly. Or healing is used to create a Muscle Wizard.
Good in theory, SCIENCE!!! in practice.
 
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I'd like something smaller scale.

I love your quests, but one thing I dislike is that we ramp up way too quickly. My favorite part's of your work is when we have to be clever and think up tricks and we could only really affect things on a local scale, instead of being massively powerful and not really needing to be clever or think up tricks and instead just relying on your overwhelming awesomeness to move us past all obstacles and being able to affect everything with ease.

For instance, my favorite part of any of your quests was the early part of Villain quest, where we didn't have many robots and had to be clever in how we used them to meet our goals. The spy birds watching the ATM's, spending about a month doing nothing but messing up the city's infrastructure, the us vs the psycho fox sequence, it was fantastic. Sure, I still enjoyed the earlier parts, but it felt like the players had less creative thinking to do at the end.
 
Personally Buffy feels so really really cramp to RP in. Interesting if you have many different people worshipping gods that may or may not be real... but I support what @King Arthur said that I think that having a gameplay that encourages clever thinking is a better RP simply because its the most interesting thing that Lost Star tends to write about
 
No buffy rp please. Xander quest has soured it too me.
Playing the Devil's advocate... buffy is a good place to RP in if you have characters whose powers are derived from gods.

Granted the Powers that be are dicks and escalation will probably make it end really quickly on what may be a sour note
 
Would be OOC and might not even involve buffy actually.


Could do that too.

I'm likely going to be going for a lower key quest next. Still debating on things though.
Actually on that note what do you want from a quest/RP.

An RP for example (provided that the players are active) would maintain persistent character and character development that a Quest can't offer as easily. Similarly an RP would also have wildly different playstyles that are internally consistent than a quest.

That said a quest is much easier to run and set up.

Furthermore if you're looking for emergent gameplay of some description, then different fndoms and mechanics would offer different things.
 
Here is an idea Lost Star - Batman villain quest. It has been done before but got dropped quickly sadly enough(the guy that ran it was/is unreliable with his quests).

It would let you keep a quest going with an easier time of keeping the abrupt power scaling issues your quests have as it would be outright expected from all the questers that all our big plans would be foiled and ruined just in the nick of time. The challenge would be in building a criminal reputation and pushing the edge.
 
Actually on that note what do you want from a quest/RP.

An RP for example (provided that the players are active) would maintain persistent character and character development that a Quest can't offer as easily. Similarly an RP would also have wildly different playstyles that are internally consistent than a quest.

That said a quest is much easier to run and set up.

Furthermore if you're looking for emergent gameplay of some description, then different fndoms and mechanics would offer different things.
Thing about RPs is that they are actually a fair amount of work. I'm a bit tempted, but I'd need to really think it over, and decide what setting would be best for it.

Here is an idea Lost Star - Batman villain quest. It has been done before but got dropped quickly sadly enough(the guy that ran it was/is unreliable with his quests).

It would let you keep a quest going with an easier time of keeping the abrupt power scaling issues your quests have as it would be outright expected from all the questers that all our big plans would be foiled and ruined just in the nick of time. The challenge would be in building a criminal reputation and pushing the edge.

Eh, the problem with villain quests is that players dislike losing. Not a bad thing, but I have a bit of trouble doing it right, and that's a problem I'll need to work on. Not something I'm in the mood for tbh.
 
Here is an idea Lost Star - Batman villain quest. It has been done before but got dropped quickly sadly enough(the guy that ran it was/is unreliable with his quests).

It would let you keep a quest going with an easier time of keeping the abrupt power scaling issues your quests have as it would be outright expected from all the questers that all our big plans would be foiled and ruined just in the nick of time. The challenge would be in building a criminal reputation and pushing the edge.
I fully support this!!
Eh, the problem with villain quests is that players dislike losing. Not a bad thing, but I have a bit of trouble doing it right, and that's a problem I'll need to work on. Not something I'm in the mood for tbh.
I think you can get past that simply by having us work on balancing what is lost versus what we gain. Plus if we do get caught you can make a part of the game be figuring out our escape plan.
 
@Lost Star
Did old Lothar get his quiet retirement yet or is he still working as the warchief?
Officially, Lothar died in glorious battle against the scourge. Anyone who says otherwise will answer to the new warchief Go'el.

Unofficially, he died quietly while he was directing the forces to repel the scourge invaders when he was working late.

Regardless, the man has been cremated and interred with honors in the highest point of Honor the horde could give him. After the war ended, they practically begged a few paladins to bless his resting place as well.
 
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