Hello, and thanks for your specialized comment.
lightbringer23 wrote: ↑15 Jun 2022, 04:29
Intriguing ideas. I made the MM7 Refilled for the Merge mod, which adds a bunch more higher level monsters to the MM7 maps -- and thus encourages much higher level play. It's intended to feel "balanced" having already completed the entirety of MM8. I'm playing through my own mod for the first time, and it's led to pretty much the polar opposite of your slow play rules.
That's pretty cool; I should add this mod as a project for me to play but in the future —when I'm done with MMMerge (Base branch). ¿Isn't your mod one that adds extra abilities for Monsters besides more raw Stats? something that I guess might be in contrast with Bolster Monster feature in MMMerge, but that could work in a tuned combination.
¿Do you mean, by polar opposite, that your Party gets PRETTY POWERFUL very early but then the enemies are also so dam powerful that you have to rush to the ultimate Dungeon & Region Maps in order to rush for the best items and stuff, and then be able to confront the real threat?
lightbringer23 wrote: ↑15 Jun 2022, 04:29Your tier system sounds a lot like the level restrictions put on items in many ARPGs, like the Diablo series. You found a powerful bow? Great, you have to be level 30 to use it, and you're only level 20. See you in 10 levels.
This idea of level restriction for items in M&M I've picked from an inventive streamer (Banglebee) on Twitch. Although myself I've played a few MMMORPGs which have it, I often dislike the feature. However, for M&M it is kinda great, because when you have tons of the game world knowledge, it's just too hard NOT to cheese at early levels and totally break down the entire game in your favor.
lightbringer23 wrote: ↑15 Jun 2022, 04:29I think the conundrum with hiring higher level characters can be circumvented by only using player-created characters, that follow the rules. Blazen and Cauri are meant to be unbalancing -- let alone the dragons. Maybe you could allow hire-able NPCs who fit the rules, or who are X levels below the party. Basically, if you don't want Cauri to unbalance the party, because you hired the dragon and flew around to complete her quest at level 10 .... don't hire her.
Agreed. There are many ways to put it in a simpler way than I did propose. One may also only Recruit those when the Party reaches the same Level, or at least reaches for the Main Quest (especially in the case of MM8/Jadame) that is commonly defined by Character "Tier" Level —I like how they did it in MM8: 5, 15, 30, 50.
In my current gameplay, I'm not actually Recruiting higher level Characters; although I am Recruiting Level-1 Random Characters, and even those often come with more than just 4 Basic Skills, so I'm recurrently using the "Quest Point Debt" strategy on those simpler cases. But I also have experience on this method from Recruiting higher level characters from a previous gameplay; it is a bit messy, yes, but it kinda get the job done (in mitigating exaggerations). This is why I felt like it would be a good idea to share it; but you know, "Rules are forged so they can be broken."
lightbringer23 wrote: ↑15 Jun 2022, 04:29Have you tried a playthrough with your rules? If so, how did the 1/month training limit work out? You already know those levels stack fast. With my mod, and Echo's MM8 modling, they really do. I finished MM8 at level 149, instead of ... 60ish, I think? Even in a more vanilla game, clearing a map and doing some quests on it could easily let you wind up with 2-5 levels per character.
So, this is a nice question.
The direct answer is: "Yes, but not completely —as it is a WIP". While some rules have my complete approval because of current & past gameplay experiences, some other rules are more or less experimental. By analogy, I can tell I have tried mostly everything and hence the main proposal should work in a curious fashion. However, in practice, some specific rules may still require some tweaking in order to generate a better gameplay experience. In principle, every single rule is orbiting (or trying to orbit) the same desired effect: Slow-pace & Roleplaying.
That said, I can now bring some contextualization.
First, we should realize that, with the
Hirelings limitation, Travel tends to take a bit longer (on this particular chart, I've made things just a bit more friendly, as limitations were harsher before. (This is in MMMerge) At Level-1, Hirelings limit capped at 100 gp; but that wasn't a total limit: it was a Gold cap value (100 gp) for each individual Hireling. Hence, I could Hire for example 4 Explorers (100 gp each) if I were lucky enough to find 4 of them, but I couldn't hire a single Navigator (200 gp) nor a single Tracker (200 gp), at least not until reaching Level-2 on my Characters (which tends to take many weeks in my case —even outside of the proposition, because of early World exploration). Anyways, the rule set provides a mean of delaying even the "upgrade" of the Travel potentialities; it is soft because it doesn't radically exclude Hirelings from the gameplay; but it tries to adjust a bit of its power.
Secondly, things really start to stick together, when you combine the
Hireling limitations, with…
A frail
low Level party that will remain that way for a longer gameplay time (and not just game Time), with…
A Point Quest limitation, so that you won't be able to "instant" learn every useful
Basic Skill you actually need in order to play the game normally, with…
The fact that no matter how much you struggle with Quests and extra Bonus Skills (e.g., Horseshoes, Challenges),
you won't be getting to Expert Level ANY of your Skills until you've reached a certain Level (which also depends on game Time). In this case, my chart proposes that the first
Expert Skill is available to any Character that reaches (Character) Level-4. ¡¡But this would be around April!! Interestingly, what I've discovered is that, not having Expert Skills at early levels can be quite devious (but intriguing for my purpose); it may not be the worst thing in the world, but it is certainly worse than gear limitation). An expert/master/grandmaster can make great use of even the simplest tools, but when you are a "basician", the same simple tools tend to remain just what they are —in other words… "¡Puuure garbage!" Except… that's all you've got. Successively adding to that disaster…
If we take into account the
Training limitation of
once/month (remember the Slow-pace & Roleplay thematic approach), cheesing game Time in a 'non-heroic' way, such as spamming Sleep at Inns or spamming circular Travel, is a bit nonsensical for the proposition, as "The true Adventurous Spirit does not take vacations before the job is done." Maybe I should state it as a prohibition after all… But, hold on, ¿There could be exceptions, right? I just couldn't find any solution yet; so maybe that's one of the reasons I didn't want to specify anything about it when writing the rule set. In principle,
Training once/month makes more sense if done on the second half of a month (but it cannot be obliged I guess), since starting on 01 January, it is expected that after the hard work is done, by the end of the month that month's single Training Session is taken; and so this will successively affect what happens on the next month and so forth. Anyways, this
Training limitation might become, potentially, a consistent handicap for the whole game I guess, since the Adventurers, most inevitably, will have to find something useful to do in the World even when that might not be the most logical thing to do at the given moment. I'd see this in a "positive" way:
Adrenaline Drug for Adventurers. Let's keep stacking the wickedness…
Add to all of the above, the
Equipment Tier limitation; Yes. you'll be using the
lowest quality gear ¡¡until you reach at least Level-5!! Suddenly, you are desperate to find any sort of "Enchanted Junk" (if you know what I mean); it is quite rare those enchantments are any good, but hey, that's all we've got for now……
…
If we combine ALL of these limitations, our Party progress will become seriously truncated and even uncomfortable in so many ways —because there are so many stacking constraints coming from everywhere and somehow frequently— that it should gradually develop into the spirit of the challenge itself, since many of its rules consist on a new layer of game constraints relative to Party and Character progresses as well as to game Time.
MORE DETAILS ON MY CURRENT GAME ON MY OWN RULE SET:
So, I'm still playing-through and have good expectations —so far, it seems to be funny in MMMerge, where I've started on Jadame; however, I'm doing something a bit more crazy which I didn't add here: I am playing with 15 main Characters (nearly 1 for each Class) and which I constantly remix when I swap Party after a while; so one can say I have 3 Parties; and all of those characters started at Level-1 (I had to use some cheating apps to assess my preferences and even so I needed some adaptation). BECAUSE I have to manage those 3 Parties on the same world, the EXP is distributed differently and it should take longer to gather lots of EXP; in spite of this, I still have a bunch of Levels to be trained for EVERYONE very early anyways. But with many parties, we occasionally have more Travel to do, and sometimes things can get a bit confusing.
Currently, I'm pretty much surviving on simple achievements around Jadame, and soon enough will find the time to reach Level-4 which will bring the 1º Expert Skill to everyone. Because I have so many Characters, I lack WAY more Basic Skills on most characters than what would happen if I had only 5 Characters on a single Party. (simply because the Quest Points need to be distributed among 15 and not 5 characters) ¡¡¡But this is fantastic!!! if you ask me. Most of my characters still don't have a melee Weapon Skill yet, a few even lack Bow Skill; the spellcasters barely have any Magic Skill. The Knight has just payed her "Quest Point debt" and now can finally wear… a lowest-tier Chain Armor that do not appear on the Armor Shops when you need it. I was just able to talk with Verdant, so this may boost some of my world travelling maybe? I doubt I'll be even able to complete her first Side Quest with all these underdogs. Can't count on Hiring a Gate Master which is about 10 Levels ahead (and forget about Water Magic Master). Maybe I will find some Town Portal Scrolls in the Shops by chance. If things go really bad (which I think won't), I might find myself in need to fight WHATEVER is still alive in the continent, in order to sustain the heroic flame. As you see, this is ultra-chaotic.
lightbringer23 wrote: ↑15 Jun 2022, 04:29What do you do to kill time while you're waiting for the next month to come up? If you go do more adventuring, you'll just add in more levels to the "training debt." Or do you just sleep for a month to meet the requirement, train, sleep for a month, train, etc. Of course, if you do that, you may as well just stack the levels. Except that sleeping for a month will make the maps refill faster .... giving more opportunities for those levels.
So, this is another pretty interesting question.
First, there are lots of Quests, including Side Quests, that start to become interesting, not only to spend game Time in, but also to procure those most valuable and impactful (especially on early game) Quest Points —which you can't get from Training. This should count as an extra motivation to help 'delaying' a Training Session on each month.
A priori, cheesing the game Time, in the case of saving-the-world Adventurers, doesn't seem like pretty much in alignement with the goals on my proposition. However, ¿Maybe there could be a few exceptions?
Anyways, I'll try to develop on the subject —"To be, or not to be."
Maybe, I did create this rule set according to my old experience with the M&M games. A pattern of somewhat rushing World exploration and trying to use game Time in efficient ways through good scheduling and smart paths; never in the sense of breaking any record of saving the world as soon as possible, but more in the sense that: "Hmm. I feel like I could complete this one more Quest even at this level… Let's give it a try!!". I don't remember exactly how (maybe with lots of Save/Load spamming), but in one of the most radical moves I've made in MM8, that same ol' pattern led me to finish the game I guess just at Level-20 or so (and you know who's got trauma of Plane of Earth). Eventually, I've managed to re-harmonize that pattern (and didn't mind finishing the regular extensive Trainings). But now you do know where I came from. "There should be enough Challenges in the World for all of you, Adventurers. Everywhere. Anytime."
But you're absolutely correct about the growing "training debt" that should happen through that rule set.
¿But why should we treat such overly "exceeding" EXP as something infinitely stronger than ourselves, that we cannot resist its Training Hall temptation?
This said, in order to make a differentiated challenge, sometimes we must put aside certain of our beliefs.
Especially, in this case of a challenge which in principle doesn't involve changes on the game mechanics, only on the game dynamics.
In those old games, there are lots of mechanics I wish could be changed easily… while most of this remain fairly inaccessible to the majority of the players, certain things can be shaped out magically, by a relatively simple gameplay proposition.
lightbringer23 wrote: ↑15 Jun 2022, 04:29Thanks for giving us something new to check out! It's an interesting proposition that deserves to be fleshed out

And thank you again for the feedback.
Time will tell how this thing develops.