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From Sanctuary Shard

(Culture and Race Design)
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=Shard Design Topics for Discussion=
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There is always a lot going into the design of a shard, and almost all of it comes down to the loreThe lore both begins and ends the process as you attempt to incorporate a mixed bag of staff, player and scriptor goalsUsually, I just do this with one or two other people, but since this is likely the last shard we’ll ever do … I thought I might put it out there for discussion.
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[[image:community2.png]]
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{| style="width: 100%;"
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|- style="vertical-align:top;"
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| style="width: 70% ; padding: 10px"|''Sanctuary has been a private Ultima Online role-play community since 2002.  Our sequels, Comraich and Grimmwold, ran continually until 2015.  Originally, a low PvP community for adults-only role-play, we have returned with our same development and admin team, a new map, new mechanics, a new game and all new options for PvP-Rpers, casual RPers and PG zonesOur [[Map & Facets|maps (and facets)]] are designed to offer options to all role-play styles.
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''We would like to invite you to browse the wiki, join us in Discord and/or hop right in-game and take a look around. We are setup for auto account creationWe do have an application, but it is only required for those players who want a shape change or who intend to participate in the player-ran shard storyline.
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| style="width: 20% ; padding: 10px"|
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* [[Getting Started]]
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* [[Map & Facets]]
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* [[News and Rumors]]
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* [https://discord.gg/6DMbvQF Discord]
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* [http://forums.sanctuaryshard.com/ Forums]
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* [[:Category:Application|Application]]
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* [[Downloads]]
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* [[Gallery]]
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|}
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[[image:loreraces.png]]
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{| style="width: 100%;"
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|- style="vertical-align:top;"
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| style="width: 70% ; padding: 10px"|''We do not believe we could offer a more open-ended world for you to tell your story in.  Sanctuary has five race types that include room for almost any race from any medieval fantasy world, and then some. Have a favorite character from ten years ago whose world is no longer... bring them here or welcome a new character into existence. 
  
Please keep in mind that this process is not just about what we all would LIKE but what will and won’t WORKFor example, even if I have the desire to implement a system of magic like Ars Magica … it’s likely to require a scriptor to build itOn the other hand, there are a number of other already written magical systems available -- it rather behooves us to write fiction to take advantage of the scripts we can more quickly implementThis holds true for paperdoll art as there is a lot more fantasy clothing then their is historical.
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''We have five beautiful kingdoms with completely different ethics and goalsJoin a guild, defend a kingdom, relax while crafting on Summer Isle, or battle the forgotten in UnderhillThe only limit is your imagination... and, well, UO's best graphics!
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| style="width: 20% ; padding: 10px"|
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* [[Origin Myth]]
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* [[:Category:Kingdoms|Kingdoms]]
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* [[:Category:Races|Races]]
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* [[:Category:Lore|Other Lore]]
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* [[Non-Human Avatars (Rules)|Non-Human Avatars]]
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|}
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[[image:storyline.png]]
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{|  style="width: 100%;"
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|- style="vertical-align:top;"
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| style="width: 70% ; padding: 10px"|{{:Category:RPCSS}}
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| style="width: 20% ; padding: 10px"|
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* [[Origin Myth]]
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* [[Upon your arrival ...]]
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* [[:Category:NobleHouses|Guilds & Houses]]
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* [[Religion]]
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* [[:Category:RPCSS|RPCSS Introduction]]
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|}
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[[image:mechanics.png]]
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{| style="width: 100%;"
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|- style="vertical-align:top;"
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| style="width: 70% ; padding: 10px"|''We are a pre-AOS shard with most of the newest UO mechanics, and our renowned Grimmwold crafting and skill system.   
  
So when making suggestions, please consider resources and limitations, because we will certainly have to.
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''We are in the process of converting Serv UO to running entirely in a pre-AOS mode.  Some of the most skilled scriptors from Sanctuary and Requiem have joined the team to create what can only be called UO Rennaissance 2019.  It will take us a long time to complete what we have set our eye on, but we are looking forward to a classic UO game world with such skills as Chivalry, Necromancy, Ninjitsu, Spellweaving and Bushido.
  
=Shard Plot Line=
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''Our Grimmwold crafting system was one of the most complete crafting systems in the UO private shard community, and with a little elbow grease we are working to bring our client up to date so that we can offer the high seas expansion and the classic client.  This will bring us new craftables, ship combat, mysticism and masteries.
Finding, training and managing a seer team is probably the one thing that I have the hardest time withSo difficult in fact that I actually want to come at this singular problem from a completely different position.
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| style="width: 20% ; padding: 10px"|
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* [http://forums.sanctuaryshard.com/showthread.php?tid=363 Game Design Plan]
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* [[:Category:UserManual|User Manual]]
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* [http://forums.sanctuaryshard.com/showthread.php?tid=418 New Player Q&A]
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* [[How to Train Skills|Skill Gain]]
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|}
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[[image:rules.png]]
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{| style="width: 100%;"
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|- style="vertical-align:top;"
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| style="width: 70% ; padding: 10px"|''The Sanctuary community has been together since 2002 under the same owners and almost the same admin team since inception.  We have changed our shard fiction at various times in the last nearly two decades.  We were Comraich for a few years, and Grimmwold for many many years.  We are a friendly, easy-going group who just keeps getting more mellow as the years come and go, and our children get older and olderWe do not appreciate OOC drama and expect real world good manners in our community.
  
For the last incarnation of Comraich on Second Life, Mith/Bane wrote a web-based game system known as RPCSS; Role Play Conquest Simulation System. While the game was still in beta, and there is more to be worked on -- it was an excellent tool for managing player driven land based conflict. Let’s break that down:
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''<b>"This is our living room, and you are invited. We will seek to be wonderful hosts and you to be lovely guests."</b>''
  
;Tool:RPCSS is web based, its not in UO and will never be in UO because it requires functionality UO can’t reproduce no matter how creative David is.
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''This was the very basis of our community from the beginning and continues today as the foundational guideline that we expect everyone to function under. All of our rules, stated or unstated, are based on this core belief which was summed up so neatly by Wil Wheaton.
;Player Driven:The teams in RPCSS are written so as each leader of the team/house, doesn’t know what the other teams are doing. In this way, not only can player leaders (think guild leaders) actual manage the large scale combat, NPC armies can be given to players to control instead of putting them in the more limited hands of trained seers.
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| style="width: 20% ; padding: 10px"|
;Land Base Conflict:One of the biggest challenges in playing out an online game is implementing any large scale conflictIts hard to grasp, its hard to manage all the elements and hard to represent in UO.  RPCSS at least handles the second part -- managing the elements of army conflict.
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* [[:Category:Rules|Rules]]
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* [[Housing]]
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* [[Metagaming (Rules)]]
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* [[AFK Macroing]]
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|}
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[[image:pvp.png]]
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{|  style="width: 100%;"
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|- style="vertical-align:top;"
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| style="width: 70% ; padding: 10px"|''The integration of RPCSS with a Pre-AOS Shard creates a tantalizing opportunity for role-play PvPToo long have UO role-play shards with limited populations been able unable to stage or sustain engaging conflict-driven plot lines that progress beyond the next skirmish. RPCSS provides real meat to UO guilds with NPC armies supported by both PvP and non-PvP role-playersHelp defend your army from enemy players, take over land and cities, earn taxes from the NPC population, stand your ground against invaders and plot world conquest.
  
There are a number of ways in which we might implement the results of RPCSS into UO this is a quick brain dump of the ideas:
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''Our PvP rules and features are designed to drive role-play PvP directly towards storyline conflict and away from random bad guys.  This focus will set up scenarios thick with intrigue, character depth, political maneuvering and martial skill. 
  
*Armies spawn on the map in UO after the end of the weekly turn in RPCSS
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''<b>Sanctuary offers a full felluca play set on the RPCSS world map while keeping Summer Isle and Underhill a place of peace and prosperity for crafters and casual gamers</b>
*Armies are only hostile to members of other non-allied houses.
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| style="width: 20% ; padding: 10px"|
*Armies are triggered as champ spawns, and can not only be defeated by turns in RPCSS but by the players.
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* [[Player vs Player (Overview)]]
*The type of warriors available in RPCSS could be increased from just infantry and knights to include archers, magics, warriors, knights, and boss mobs.
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* [[Rules of Engagement]]
*Guest Passes and/or disguises.
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* [[PvP Rules]]
*Disabling the aggression “in town” or better yet using the “guards” call to enable it, for events and what not -- needs more thinking.
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* [[Player vs Player (Mechs)]]
 
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|}
To conclude, in addition to RPCSS being basically a player driven RISK game it was design for and functions as a tool for political RP in the spirit of Game of Thrones.
 
 
 
=Land Based Teams=
 
Okay, I had this all written out … all the ways NOT to do it … and the most obvious way to do it presented itself.
 
 
 
Teams will be based on the castles on the map. A team of players will be the leader and his council. I will write the lore for each castle and surrounding land to have a mix of races and alignments. Players can join any team without regard for race or alignment. Conflict will be based on the traditional manner of conflict; protection of home and resources, from which politics will arise.
 
 
 
Consequently, culture will be based on land region, and not specific to race as Sanctuary and Comraich were, but more like how Grimmwold was.
 
 
 
=New Player Center and Applications=
 
We will do another new player center that lets anyone without an application join and is accessible to old players as wellNew players won’t be able to leave until they are ready to declare a name, race and kingdom.  There will be a few simple “race gates” for new players to play around with before they declare, and then staff will help set them up like we always have -- scripting that will come later.
 
 
 
If we choose to let people come in with existing skills like the poll suggests, we’ll have a few basic class gates that they can play with to set their skills prior to application.
 
 
 
 
 
=Culture and Race Design=
 
Info now on the [[:Category:Races|Races]] and [[:Category:Kingdoms|Kingdoms]] pages.
 
 
 
=Towns=
 
I think that we need to be prepared for the fact that Sanctuary isn’t going to work for RPCSS its too broken up. That means we are going to want to find a large map that is mostly blank and looks decent and basic, and then bring in:
 
 
 
*Ulster
 
*Hamelin
 
*Briar Hollow
 
*Ironhall
 
*Patchwork castle
 
 
 
Maps in reverse to check -- Once we hit an art break, then we are done.
 
#Comraich III only had Ironhall new, maybe some bit of the Jiazani town market center and one of the house compounds from the original Comaich 2 map??
 
#Small Grimmwold … the little map with itty towns for BH, Ulster, Hamelin was very cute … maybe we should grab the entire island for the starting town? The whole map would make a sweet starter town that isn’t part of the war.
 
#Grimmwold - Ulster, Hamelin, Briar Hollow, Patchwork Castle, Zanzibar
 
#Comaich - there are a variety of random towns that worked -- fallbridge, some of the valgard towns, and one or two of the dyrling towns.  Fendahl and its castle?
 
#Sanctuary - I am seriously concerned that nothing in this will work for the artfiles.
 
 
 
 
 
=Lore=
 
''Playing with ideas ...
 
 
 
A thousand worlds of might, magic and lore feed _____. From the greatest of their hearos and the smalles tof their common folk the guardians of ____ call forth the heros, sung and unsung to their distant planet in a stream of …
 
 
 
Half a decade past the world of _____ lay on the verge of finality, they lost the ability to call forth the heros, and the battle was near to eanding, and it its ending the fate of a thousand years was held.
 
 
 
=Wiki Layout=
 
[[Category:Kingdoms]][[Category:Races]][[Category:UserManual]][[Category:Application]]
 
 
 
 
 
=Questions & Answers=
 

Revision as of 15:19, 31 August 2019


Community2.png

Sanctuary has been a private Ultima Online role-play community since 2002. Our sequels, Comraich and Grimmwold, ran continually until 2015. Originally, a low PvP community for adults-only role-play, we have returned with our same development and admin team, a new map, new mechanics, a new game and all new options for PvP-Rpers, casual RPers and PG zones. Our maps (and facets) are designed to offer options to all role-play styles.

We would like to invite you to browse the wiki, join us in Discord and/or hop right in-game and take a look around. We are setup for auto account creation. We do have an application, but it is only required for those players who want a shape change or who intend to participate in the player-ran shard storyline.

Loreraces.png

We do not believe we could offer a more open-ended world for you to tell your story in. Sanctuary has five race types that include room for almost any race from any medieval fantasy world, and then some. Have a favorite character from ten years ago whose world is no longer... bring them here or welcome a new character into existence.

We have five beautiful kingdoms with completely different ethics and goals. Join a guild, defend a kingdom, relax while crafting on Summer Isle, or battle the forgotten in Underhill. The only limit is your imagination... and, well, UO's best graphics!

Storyline.png

RPCSS is a supplemental minigame that makes it feel more like vast armies fighting over territory, than random PvP. RPCSS stands for Role-Play Conquest Simulation System and is used by players (who own Estates) to build and move virtual armies, manage a treasury, go to war, make allies and spy on their enemies. This is the current beta version of RPCSS, and is the first version to be integrated into Ultima Online. The alpha edition was play tested on Second Life for six months, and introduced some of the most dynamic and intense conflict role-play Mith and I have ever had the fortune of participating in.

RPCSS allows a completely player-run storyline to be implemented fairly and efficiently without the need for seers, and without the fear of favoritism or cheating. In short, world domination can happen using RPCSS. It will take strategy and the ability to build allies via role-play. But the bar has truly been raised. Read More ..

Mechanics.png

We are a pre-AOS shard with most of the newest UO mechanics, and our renowned Grimmwold crafting and skill system.

We are in the process of converting Serv UO to running entirely in a pre-AOS mode. Some of the most skilled scriptors from Sanctuary and Requiem have joined the team to create what can only be called UO Rennaissance 2019. It will take us a long time to complete what we have set our eye on, but we are looking forward to a classic UO game world with such skills as Chivalry, Necromancy, Ninjitsu, Spellweaving and Bushido.

Our Grimmwold crafting system was one of the most complete crafting systems in the UO private shard community, and with a little elbow grease we are working to bring our client up to date so that we can offer the high seas expansion and the classic client. This will bring us new craftables, ship combat, mysticism and masteries.

Rules.png

The Sanctuary community has been together since 2002 under the same owners and almost the same admin team since inception. We have changed our shard fiction at various times in the last nearly two decades. We were Comraich for a few years, and Grimmwold for many many years. We are a friendly, easy-going group who just keeps getting more mellow as the years come and go, and our children get older and older. We do not appreciate OOC drama and expect real world good manners in our community.

"This is our living room, and you are invited. We will seek to be wonderful hosts and you to be lovely guests."

This was the very basis of our community from the beginning and continues today as the foundational guideline that we expect everyone to function under. All of our rules, stated or unstated, are based on this core belief which was summed up so neatly by Wil Wheaton.

Pvp.png

The integration of RPCSS with a Pre-AOS Shard creates a tantalizing opportunity for role-play PvP. Too long have UO role-play shards with limited populations been able unable to stage or sustain engaging conflict-driven plot lines that progress beyond the next skirmish. RPCSS provides real meat to UO guilds with NPC armies supported by both PvP and non-PvP role-players. Help defend your army from enemy players, take over land and cities, earn taxes from the NPC population, stand your ground against invaders and plot world conquest.

Our PvP rules and features are designed to drive role-play PvP directly towards storyline conflict and away from random bad guys. This focus will set up scenarios thick with intrigue, character depth, political maneuvering and martial skill.

Sanctuary offers a full felluca play set on the RPCSS world map while keeping Summer Isle and Underhill a place of peace and prosperity for crafters and casual gamers.

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