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TOPIC: Safehold Program Thoughts?

Safehold Program Thoughts? 1 year 4 months ago #37

A limit could be placed on the number of consumable items (including scrolls, potions, etc.) taken into each adventure. But if you have a Safehold, between rooms you can go there and get additional consumable items. The level of the Safehold could improve the effect (either by allowing the user to grab more items in one trip or perhaps the number of times the user could visit the Safehold during the adventure). Possibly even allow it during a room where the user teleports away to the Safehold for one round, can take an action there (for example, consuming a potion), and then come back for the following round. Or perhaps it could be used to get additional help on a puzzle (for example, user teleports away to study for a minute, cannot help with puzzle during that time, but when they come back they get a clue). Or spellcasters could go to the Safehold and get a spell restored (# of spells or level of spell improved by level of Safehold).
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Safehold Program Thoughts? 1 year 4 months ago #38

I wonder if Safeholds will be Eternal recipes, or whether they will have a limited time to build, or require specific tokens to build that will go out of print. I also wonder if you have to have previous ones as prerequisites (i.e. you can't build Safehold II unless you already have Safehold I). If you have to have the earlier ones to build the later ones, I hope they are eternal recipes (or at least recipes that are active for much longer than two years) to avoid shutting newer players out of the process while older players are still building the later ones.
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Safehold Program Thoughts? 1 year 4 months ago #39

Another more ambitious idea would be to use the Safehold as part of a meta puzzle. So during the adventure the character can travel to the Safehold to get a clue toward the meta puzzle. While there you sit out a round but you get a clue from the DM when you return. Each room has a different clue, and the meta puzzle spans (for example), the first 5 VTDs of the year preceding Gen Con. Once those clues are deciphered it reveals a transmute which opens up at Gen Con (can transmute after that by mail but it just goes "live" at Gen Con if the puzzle is solved).

Players would need to work together and share clues from each room to solve the meta puzzle. Or perhaps only some rooms have a clue, and each person can travel to the Safehold only once during each adventure so if the wrong room is picked no clue but by working together each room can be "explored" for a clue.
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Safehold Program Thoughts? 1 year 4 months ago #40

Manimal wrote: A limit could be placed on the number of consumable items (including scrolls, potions, etc.) taken into each adventure. But if you have a Safehold, between rooms you can go there and get additional consumable items. The level of the Safehold could improve the effect (either by allowing the user to grab more items in one trip or perhaps the number of times the user could visit the Safehold during the adventure). Possibly even allow it during a room where the user teleports away to the Safehold for one round, can take an action there (for example, consuming a potion), and then come back for the following round. Or perhaps it could be used to get additional help on a puzzle (for example, user teleports away to study for a minute, cannot help with puzzle during that time, but when they come back they get a clue). Or spellcasters could go to the Safehold and get a spell restored (# of spells or level of spell improved by level of Safehold).


I worry about any ideas that add additional time to manage within the dungeon as time is typically the most difficult enemy already. While it might be fine for some premade groups, jumping in a random run with someone doing safehold things that have to have DM interaction would be a bad experience for a newer player if they lose on time due to perceived wasted time by a vet.
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Safehold Program Thoughts? 1 year 4 months ago #41

Kusig wrote:

Manimal wrote: A limit could be placed on the number of consumable items (including scrolls, potions, etc.) taken into each adventure. But if you have a Safehold, between rooms you can go there and get additional consumable items. The level of the Safehold could improve the effect (either by allowing the user to grab more items in one trip or perhaps the number of times the user could visit the Safehold during the adventure). Possibly even allow it during a room where the user teleports away to the Safehold for one round, can take an action there (for example, consuming a potion), and then come back for the following round. Or perhaps it could be used to get additional help on a puzzle (for example, user teleports away to study for a minute, cannot help with puzzle during that time, but when they come back they get a clue). Or spellcasters could go to the Safehold and get a spell restored (# of spells or level of spell improved by level of Safehold).


I worry about any ideas that add additional time to manage within the dungeon as time is typically the most difficult enemy already. While it might be fine for some premade groups, jumping in a random run with someone doing safehold things that have to have DM interaction would be a bad experience for a newer player if they lose on time due to perceived wasted time by a vet.


+1, too many things happening already to add more for DMs to handle and distract from the main thing.

Unless built into the design somehow. Like a clue box, that a safeholder could grab a clue if noticed. Maybe it's a token they just grab. without DM interaction and then at epilogue they present the token and there safehold credentials to receive the actual clue to something.
Last edit: by David Harris.
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Safehold Program Thoughts? 1 year 4 months ago #42

Ideas I like so far:

1. The Safehold system being something managed outside the game, gives us more to do in between conventions.

2. The landhold registry and a way to announce alliances/combinations or other changes of ownership.

3. Benefits for all members of a landhold, not just the specific owner. The thought being that a landhold is welcoming to it’s members (with an eye towards being friendly to newer players).

4. A map system that lets us see where our landhold is located.

5. Perhaps a way for higher level landholds to determine a minor in game benefit that they get to choose(ie Team Hedgehog gets to add 1 ret damage to every member)

An idea I’m not completely thought through on:

What if players were allowed to pick their landhold when entering xp for a dungeon and that is how they level up? I think this could lead to landhold teams trying to advertise to newer players at conventions and perhaps even give away tokens to newer players as a recruiting tool. However I haven’t fully thought through what the potential negative ramifications of that may become, IE bullying newer players for their loyalty (one would hope that wouldn’t happen and this community is very good at self policing).

-Balz
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Safehold Program Thoughts? 1 year 4 months ago #43

I'd quite like it if the Safeholds unlocked a new class ability or reuse of an existing class ability, to be granted in addition to those on the party card. For example, allowing Rogues to Flank any number of times per combat, or granting an extra reslide to Fighters. Or more thematically, allowed a consumable to be used once per game without turning it in, representing a stockpile of useful items (although this would need to be restricted by rarity or type to not include Wish Rings etc).
I play Rogue. Occasionally I even play Rogue well.

Current Rogue Build
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Safehold Program Thoughts? 1 year 4 months ago #44

kurtreznor wrote:

Matthew Hayward wrote: Things I would prefer to avoid in Safeholds:

1. Any advantage from or connection to the player XP system - e.g. all currently active players start at the same place.

2. Content or experiences that are gated behind multiple repeat runs. My friends and I like doing each dungeon once.

I don't mind at all if someone who does each dungeon 5 times has an easier time progressing in Safeholds, but I would not like it if the only way to get to the same Safehold outcome is to do redundant runs of the same dungeons.

3. Things that confuse or place a mental load on new players.

For example, I wouldn't like it if when a mixed party of new players and Safeholders, that new players have a bunch more choices and things to keep track of due to Safeholders.

I would be fine if the benefits were transparent to new players. For instance, if the coach sums up the number of safeholds in the party, records it on the party card, and then something happens later in the dungeon like an NPC interaction due to the number.

4. Insurmountable advantages based on Safehold age.

I think it would be neat if Safeholds were designed so that a player who starts playing in 5 years can "catch up" to whatever the best Safehold is.

If, on the contrary, each Safehold is granted 1 NPC henchperson per year or something, then older Safeholds will always be better than new ones.


Depending on what you mean by a way to catch up, I may be very against the idea. I would hate for this to be a big thing that takes years to achieve, but then new players are allowed to just jump in with a bonus...that would diminish the accomplishments of everyone who has spent 5 years working toward it.

I would like to point out that my idea of exponential/escalating costs does have a kind of catch up mechanic. 2 players who spend the same on TD every year; player A starts working on the safehold year 1, player B starts year 6. Player A will always be 5 YEARS ahead of player B, but eventually the next level will require more than 5 years for these players to achieve, so player B will catch up. Similar to the player XP system, but I imagine the safehold cost increase to be more drastic.


I just mean nothing would only be obtainable due to stronghold ownership duration.

For example, if all tiers of Stronghoold-ness were gated by spending always in print tokens (e.g. trade goods, fleece) then a new player could 'catch up' - by spending the same amount of resources as other people did earlier.
Last edit: by Matthew Hayward.
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Safehold Program Thoughts? 1 year 4 months ago #45

The more I think on Safeholds and read people's various ideas, the more I start to feel like I'm falling further and further behind the curve as a newer player coming into True Dungeon, and that's even after investing money into the game outside of just purchasing VTD tickets. I still definitely enjoy playing True Dungeon and will certainly continue to do so in some capacity; I'm just honestly a bit concerned with how much new stuff seems to be coming along that I'm almost certainly going to be locked out of for the forseeable future if not permanently.

It also, honestly, feels a bit NFT-Adjacent which is always a huge negative for me in any space, but without the details of how they are going to work that's just a hunch based on the fact that land is being sold in a game so it's a bit of an unfounded concern at the moment.
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Safehold Program Thoughts? 1 year 4 months ago #46

Corbin Waters wrote: The more I think on Safeholds and read people's various ideas, the more I start to feel like I'm falling further and further behind the curve as a newer player coming into True Dungeon, and that's even after investing money into the game outside of just purchasing VTD tickets. I still definitely enjoy playing True Dungeon and will certainly continue to do so in some capacity; I'm just honestly a bit concerned with how much new stuff seems to be coming along that I'm almost certainly going to be locked out of for the forseeable future if not permanently.

It also, honestly, feels a bit NFT-Adjacent which is always a huge negative for me in any space, but without the details of how they are going to work that's just a hunch based on the fact that land is being sold in a game so it's a bit of an unfounded concern at the moment.

as a bigger spender collector, This does not seem like something I want to make and or use. I have plenty of trade goods to spend, This just not seem like something for me
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Safehold Program Thoughts? 1 year 4 months ago #47

Corbin Waters wrote:
It also, honestly, feels a bit NFT-Adjacent which is always a huge negative for me in any space, but without the details of how they are going to work that's just a hunch based on the fact that land is being sold in a game so it's a bit of an unfounded concern at the moment.


Ha! I was going to say 'no NFT's please! :)'
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Safehold Program Thoughts? 1 year 4 months ago #48

Making these into something that we can use outside of the monthly/monthly-ish games would be really cool, I think. I really want to see these bear in mind the potential cost of the "haves" versus the "have nots", and having them not contribute to power creep is essential.

Lots of good input spinning around so far, though I freely admit that my experience with TD is still pretty new and recent.
I write D&D things!
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