Adobe PDF Format - Why I Believe the Gaming Industry is a Good Fit

Transcription

Adobe PDF Format - Why I Believe the Gaming Industry is a Good Fit
(734) 536-7558 • Michael Patino’s Gaming Portfolio • [email protected]
TABLE OF CONTENTS
TABLE OF CONTENTS................................................................................. 2
COVER LETTER & RESUME .........................................................................7
Objective................................................................................................................................................ 9
Summary of Qualifications................................................................................................................... 9
Work Experience................................................................................................................................... 9
Education ............................................................................................................................................. 11
Application Knowledge........................................................................................................................ 11
Associations ......................................................................................................................................... 11
References ............................................................................................................................................ 11
Online Portfolio ................................................................................................................................... 11
HOME PAGE .............................................................................................. 12
Welcome to Michael Patino's Portfolio ..............................................................................................12
The Layout............................................................................................................................................12
Why Bother?.........................................................................................................................................12
Why I Believe the Gaming Industry is a Good Fit ..............................................................................12
COMMUNITY ............................................................................................. 14
Community Relations Highlights........................................................................................................14
Community Development ...................................................................................................................14
In-Game Meta-Communities ..............................................................................................................14
Gaming Reporting................................................................................................................................15
Developer Network ..............................................................................................................................16
PR & Marketing....................................................................................................................................16
Event Moderation ................................................................................................................................16
Technical Knowledge ........................................................................................................................... 17
Community Philosophy ....................................................................................................................... 17
SUPPORT ...................................................................................................18
Support Services Highlights ................................................................................................................18
CS Team Development ........................................................................................................................18
CRM Implementation..........................................................................................................................18
CS Liaison/Management .....................................................................................................................19
MMOG Support Experience ................................................................................................................19
Support Philosophy ............................................................................................................................ 20
DEVELOPMENT ......................................................................................... 21
Development Highlights......................................................................................................................21
Hobby Experience................................................................................................................................21
Essays on Development .......................................................................................................................21
Design Concepts...................................................................................................................................21
Design Docs......................................................................................................................................... 22
Interest Groups/Associations ............................................................................................................ 22
Development Philosophy.................................................................................................................... 22
CREATIVITY ..............................................................................................23
Creative Highlights ............................................................................................................................. 23
Websites .............................................................................................................................................. 23
Signature Images ................................................................................................................................ 24
Player Quests and Events ....................................................................................................................25
Event Moderator Events..................................................................................................................... 26
Writing................................................................................................................................................. 26
Songs & Poems.................................................................................................................................... 26
Plays..................................................................................................................................................... 26
Online portfolio: www.gamingcv.info
Page 2 of 133
(734) 536-7558 • Michael Patino’s Gaming Portfolio • [email protected]
Creative Philosophy .............................................................................................................................27
TESTING ................................................................................................... 28
Testing Highlights............................................................................................................................... 28
QA Testing........................................................................................................................................... 28
Beta Testing......................................................................................................................................... 28
Business Beta Testing ......................................................................................................................... 29
Testing Philosophy.............................................................................................................................. 29
HOBBIES .................................................................................................. 30
General Hobbies and Interests........................................................................................................... 30
Literature............................................................................................................................................. 30
Social Entertainment .......................................................................................................................... 30
Movies and Music ............................................................................................................................... 30
Role Playing Games .............................................................................................................................31
Renaissance Festivals and Choreagraphed Fighting..........................................................................31
HISTORY....................................................................................................32
Family.................................................................................................................................................. 32
Childhood ............................................................................................................................................ 32
Teenage Years ..................................................................................................................................... 33
Tweens................................................................................................................................................. 34
Professional Career............................................................................................................................. 34
Today ....................................................................................................................................................35
APPENDIX CONTENTS ............................................................................. 36
The Alternates ......................................................................................................... 37
Introduction..................................................................................................................................... 37
How it Works ................................................................................................................................... 37
Joining the Alternates ..................................................................................................................... 37
Using the Alternates ........................................................................................................................ 38
Sample Request Post ....................................................................................................................... 38
Expanding the Concept ................................................................................................................... 38
LS Dueling Society...................................................................................................39
Introduction..................................................................................................................................... 39
Rules & Procedures ......................................................................................................................... 39
Controlled Combat .......................................................................................................................... 39
Open Combat ................................................................................................................................... 40
Duel Masters.................................................................................................................................... 40
Rules for Duel Masters:...................................................................................................................40
DM Procedures for a Duel: ..............................................................................................................41
Implementation for Normal Duels:.................................................................................................41
Implementation for High Tournaments: ........................................................................................41
Red Duelists..................................................................................................................................... 42
The Future of MMOGs... what's next?......................................................................43
FPS Mods ......................................................................................................................................... 43
CRPG Mods...................................................................................................................................... 43
RTS Mods......................................................................................................................................... 44
Scenario Example ............................................................................................................................ 44
RPing, MMORPGs, and my view of their Evolution ................................................. 47
Monster Deeds ........................................................................................................ 51
Unique Item Names................................................................................................. 53
Dynamic Spawns ..................................................................................................... 55
PvP and UO ............................................................................................................. 57
1. Magic Resistance...........................................................................................................................57
2. Special Moves & New Weapons .................................................................................................. 58
3. Spell Damage ............................................................................................................................... 59
Online portfolio: www.gamingcv.info
Page 3 of 133
(734) 536-7558 • Michael Patino’s Gaming Portfolio • [email protected]
4. Necromancy & Chivalry .............................................................................................................. 59
5. Factions........................................................................................................................................ 60
6. Current State of PvP .................................................................................................................... 60
7. Guild Warfare ...............................................................................................................................61
8. Order vs. Chaos ........................................................................................................................... 62
9. Dueling......................................................................................................................................... 63
KAIMA MMORPG CONCEPT ..................................................................... 64
Introduction............................................................................................................ 65
The World of Dreams .............................................................................................. 65
Kaima ............................................................................................................................................... 66
Dream Ether .................................................................................................................................... 66
Items ................................................................................................................................................ 67
Public & Private Areas..................................................................................................................... 67
Timeline ........................................................................................................................................... 67
Death ................................................................................................................................................ 67
Player Characters ....................................................................................................68
Dream Shifting ................................................................................................................................ 68
Skills ................................................................................................................................................. 68
Languages ........................................................................................................................................ 69
Avatar Customization...................................................................................................................... 69
Items ................................................................................................................................................ 69
Race Shifting.................................................................................................................................... 69
Dream Perceptions .......................................................................................................................... 70
Gameplay .................................................................................................................71
Adventuring ......................................................................................................................................71
Dynamic Spawns ..............................................................................................................................71
Establishing Player Housing & Settlements .................................................................................. 72
Expanding a Stronghold.................................................................................................................. 72
Town Residences ............................................................................................................................. 73
Housing Functions .......................................................................................................................... 73
Questing ........................................................................................................................................... 74
Guilds/Towns/Communities .......................................................................................................... 74
Player vs Player Combat...................................................................................................................75
Crafting .............................................................................................................................................75
Vendors/Selling ................................................................................................................................75
Exploring.......................................................................................................................................... 76
Private Dream Areas ....................................................................................................................... 76
Community Tools .................................................................................................... 77
Guild/Community/Town Website...................................................................................................77
Starting Town Options .....................................................................................................................77
Website AND In Game: Shard Based Map......................................................................................77
Website : Intelligent Permissions....................................................................................................77
Website : Character Building ...........................................................................................................77
Website : Customizable Layout/Banner ........................................................................................ 78
Website : Message Boards............................................................................................................... 78
Website : Guild Chat........................................................................................................................ 78
Website : Event Calendar................................................................................................................ 78
Website : Rosters............................................................................................................................. 78
Website: Map of Stronghold Location............................................................................................ 78
Website : Rankings.......................................................................................................................... 79
Website : Screenshots ..................................................................................................................... 79
Website : Personal Pages ................................................................................................................ 79
Vendor Auctions .............................................................................................................................. 79
Online portfolio: www.gamingcv.info
Page 4 of 133
(734) 536-7558 • Michael Patino’s Gaming Portfolio • [email protected]
Shard/Server News ......................................................................................................................... 79
Constant Contests............................................................................................................................ 79
Customs & Cultures.................................................................................................80
Conclusion ..............................................................................................................80
ENCHANTMENT CRAFTING PROPOSAL ...................................................81
Summary................................................................................................................. 81
Why bother?............................................................................................................ 81
Storyline..................................................................................................................82
New Items ...............................................................................................................83
Codex of Enchanting ....................................................................................................................... 83
Scrolls of Enchantment ................................................................................................................... 83
Power Scrolls of Enchantment ....................................................................................................... 84
How does it work? ...................................................................................................84
Enchanting an Item......................................................................................................................... 84
Botching an Enchantment .............................................................................................................. 85
Pre-Requisite Skills ......................................................................................................................... 85
Skill Bonuses.................................................................................................................................... 85
Profession Specific Items ................................................................................................................ 85
Skill Advancement...................................................................................................85
The Math of it All.....................................................................................................86
Base Enchantment %....................................................................................................................... 86
Difficulty Modifier ........................................................................................................................... 86
Ancient Bonus.................................................................................................................................. 86
Property Modifier ............................................................................................................................ 86
Success Rate..................................................................................................................................... 86
Power Charts........................................................................................................... 87
Magery Properties ........................................................................................................................... 87
Melee Properties.............................................................................................................................. 87
Stat Adjustment............................................................................................................................... 87
Spell Effects ..................................................................................................................................... 87
Resistances.......................................................................................................................................88
Miscellaneous Effects ...................................................................................................................... 88
Examples.................................................................................................................89
Test Source Items ............................................................................................................................ 89
Test Desired Items........................................................................................................................... 89
Test Enchanters ............................................................................................................................... 90
1. Adept Enchanter .......................................................................................................................... 90
2. Master Enchanter .........................................................................................................................91
3. Grandmaster Enchanter.............................................................................................................. 92
4. Elder Enchanter........................................................................................................................... 93
5. Legendary Enchanter .................................................................................................................. 95
ENHANCING BARDING ............................................................................ 98
Bardic Circles ..........................................................................................................98
Bardic Circle Bonus ......................................................................................................................... 98
Bardic Circle Chart .......................................................................................................................... 98
Circle Drawbacks ............................................................................................................................. 99
Creating a Bardic Circle................................................................................................................... 99
New Artifacts to Enhance Barding Abilities........................................................... 100
War Drums .................................................................................................................................... 100
The Heart of Battle ........................................................................................................................ 100
Felucca’s Tears................................................................................................................................101
Firehorn ......................................................................................................................................... 102
Conclusion ............................................................................................................ 102
Online portfolio: www.gamingcv.info
Page 5 of 133
(734) 536-7558 • Michael Patino’s Gaming Portfolio • [email protected]
The Riddle Quest ................................................................................................... 103
Upheaval in Delucia............................................................................................... 105
Why I think this would be a good quest ........................................................................................107
Developer and Player Coordination ...................................................................... 108
UO Event Moderator - Origin Storyline Arc ............................................................110
Main Protagonists ..........................................................................................................................110
Side Protagonists ............................................................................................................................110
Main Antagonists ............................................................................................................................111
Side Antagonist................................................................................................................................111
General Storyline............................................................................................................................ 112
Sample Programming for an NPC Oracle ...............................................................115
The Rescue of Tyr ...................................................................................................116
Spawn:............................................................................................................................................. 116
Setup: .............................................................................................................................................. 117
Wrap Up:......................................................................................................................................... 117
Rewards: ......................................................................................................................................... 117
The Cleansing of Yew .............................................................................................118
Spawn:............................................................................................................................................. 118
Setup: ..............................................................................................................................................118
Walk-Thru: ..................................................................................................................................... 119
Wrap Up:......................................................................................................................................... 119
Rewards: ......................................................................................................................................... 119
Memories, Visions, and Journeys ......................................................................... 120
Memories: ...................................................................................................................................... 120
Visions:............................................................................................................................................ 121
Journeys..........................................................................................................................................123
Assorted Songs and Poems.................................................................................... 124
The Keg ...........................................................................................................................................124
With the Moon's Fair Light a'Showing..........................................................................................125
Leavetaking.....................................................................................................................................126
Oh! For a Shrubbery!......................................................................................................................127
Rumplefaern ......................................................................................................... 128
Scene I - The Audience Chamber of the Elven Prince ................................................................. 128
Scene II - A Chamber in the Castle of the Elven Prince, the Next Day ....................................... 128
Scene III- The Lady's Chamber in the Castle of the Elven Prince, One year later ...................... 131
Scene V- The Lady's Chamber in the Castle of the Elven Prince, The second day......................132
Scene VI - The Lady's Chamber in the Castle of the Elven Prince, The last day .........................133
Online portfolio: www.gamingcv.info
Page 6 of 133
(734) 536-7558 • Michael Patino’s Gaming Portfolio • [email protected]
COVER LETTER & RESUME
Dear Hiring Manager:
I am interested in acquiring a Community Relations/Management position at your studio or
publishing house. My resume is enclosed for your review. Please consider me if a position makes
itself available.
I have developed a comprehensive online portfolio to display my past experience and qualifications
in detail, as well as my working philosophies and methods. You may visit it at www.gamingcv.info.
Here are a few highlights from my work experience:
Community Manager, Ultima Online Lake Superior
 Managed and trained news/forum moderation staff of 50+.
 Ran dozens of reward initiatives to encourage both in game and forum activity.
 Developed several beta communities to encourage efficiency during Beta cycles.
 Experience mediating and resolving disputes amongst players and communities.
Event Moderator, Ultima Online, Origin Systems, Inc. / Electronic Arts
 Represented UO/OSI/EA in game to the player population.
 Developed various in game points of interest as part of story arcs, with the secondary
intention of utility use by the players after story line completion.
 Designed, wrote and executed in-game events for approximately 150,000 subscribers,
including PvP Tourneys, Festivals, Mass Town Invasions, Plays, Adventuring, and more.
 Cultivated the development of several communities based on ongoing storylines.
PR and Marketing Lead, Talislanta CRPG
 Developed Competitor Profiles, including in-depth research into their Developmental
strategies.
 Administered and maintained a Dev to Press line of communication, to ascertain that
information was given to the players via the proper channels.
 Responsible for Press Release development and delivery.
 Developed advertising and marketing campaigns for online and print mediums.
MMOG Reporter/Columnist, various fan sites
 Organized player luncheons and meetings, including gatherings at E3 for fans, developers,
and media.
 Administered and Moderated 400+ message boards.
 Administered and Moderated over two dozen email lists regarding the Gaming community
and its development.
 Developed lasting relationships with Developers from most MMOG studios/publishers.
I have been involved in both the amateur and professional side of MMOG Community Management
for over nine years. As an advocate of community-centric development, I have been an active
participant in several online development communities, including various game design mailing lists
and forums. As such, I am well versed in game theory, especially in how it relates to the MMOG
genre. I am familiar with the application of Agile Software Development, Lean Software
Development, Rapid Application Development, Continuous Integration Development, Scrum
Sessions, and Extreme Programming, on a both theoretical and practical scale.
Online portfolio: www.gamingcv.info
Page 7 of 133
(734) 536-7558 • Michael Patino’s Gaming Portfolio • [email protected]
As a Community Liaison for your studio, I would focus my efforts on the development of stand
alone constructs to encourage player retention and recruitment, in particular live events, player
meta-communities/governments, open communication pathways for players, and developer to
player/player to developer initiatives that allow the player community to connect with the studio's
future plans.
My experience has given me a unique perspective, as I have built communities both as a player and
as part of a MMOG development team. As such, I am familiar with the unique needs player
communities develop in the MMOG genre, and how best to fulfill those needs as a studio
representative.
I am a strong advocate of Service Oriented Architecture in community
development, and construct all of my programs from that mentality. I look at each community
within a MMOG world as an asset, to be cultivated and maximized. I rely heavily on Customer
Relationship Management applications to automate a large bulk of community management,
including the maintenance of community contacts (players/developers/media), development of
community profiles, metric reporting of community activity, community acceptance of development
initiatives, etc.
A Community Liaison is a position in constant juxtaposition, balanced between representing the
player's interests to the development team, and the development team's interests to the players. I
have the necessary skills to maintain a professional distance while encouraging player response in
that delicate act. In addition, my background in web design and writing allows me to quickly
develop material that should be ready for immediate publication, utilizing whatever
website/publication style sheets are required.
The top four reasons you should hire me:
 I have the experience to build your community and the skills to organize it.
 I understand the subtle game of public relations, and how to spin the inevitable crisis of unmet
player expectations.
 I understand the wisdom of restraint in dealing with charged issues, and always maintain my
composure.
 I will develop a robust system to enable your development team to keep a pulse on community
issues without the hassle of physically combing through player chatter.
I look forward to hearing back from you soon!
Warm Regards,
Michael "Talanithus" Patino
4132 Manzanita Street
Irvine, CA 92604
(734) 536-7558
[email protected]
* Resume Follows *
Online Portfolio: www.gamingcv.info
Online portfolio: www.gamingcv.info
Page 8 of 133
(734) 536-7558 • Michael Patino’s Gaming Portfolio • [email protected]
Objective
To obtain a position in Community Relations with a Development Studio or Publisher, where my skills in
the development of online social networks can be utilized for the benefit of both the player and developer
community.
Summary of Qualifications
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9 years of experience in the development and management of online communities.
9 years experience developing and running in-game events for a population of up to 150,000+.
Established track record representing a commercial studio/publisher to the player base.
Complete understanding of online forum technologies and their administration.
Marketing and Public Relations experience in the gaming industry.
Solid history as a reporter and columnist in the MMOG genre.
12 years experience playing MMOGs.
8 years of experience testing MMOGs, including professional QA work for a commercial studio/publisher.
Top level Customer Support experience, including the development of CS teams and architecture.
Diverse Management experience (personnel, sales, marketing, customer service).
Work Experience
Issential Studio / Wide Eyed Web / Catcheye Designs
1995 - Present
Business Process Consultant/Web Developer/Founder

Extensive experience with Enterprise Application Integration and Application Programming Interfaces.

Implemented Service Oriented Architecture systems for a multitude of clients.
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Expert in the implementation of inexpensive on demand applications for business needs.
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Developed several inventory and asset control systems.
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Developed several call centers, including integrated CRMs and IVRs to increase support levels.
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Solid understanding of the technical market and new advances in business applications.
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Expert in mapping out business workflows, determining problem areas, and implementing new systems
and procedures to increase productivity.
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Designed/Hosted hundreds of websites in both the MMOG and business world.
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Skilled in developing logo branding, print and online marketing, and advertising projects.
Health Help Project
1996 – Present
Director of Community Services/Co-Founder
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Developed several contracts with providers in the area to donate supplies and equipment for charity.
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Arranged the storage and shipment of donated materials to our dispersion center in Miami, FL.
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Developed media and press releases for company.
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Developed press packets and advertising materials.
RenAMI
2005 – 2008
Director of Community Relations/Co-Founder
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Primary architect for all support, sales, and administration operation systems.
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Developed state of the art call center utilizing IVR and CRM integration.
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Managed and trained support staff.
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Developed escalation structure for support team, and responsible for all top escalation issues.
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Developed press kits, media responses, and other public relations activities.
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Created all advertising and marketing strategies.
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Responsible for all business to business relationships.
Electronic Arts
2004 – 2006
Event Moderator
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Represented UO/OSI/EA in game to the player population.
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Developed various in game points of interest as part of story arcs, with the secondary intention of utility
use by the players after story line completion.

Designed, wrote and executed in-game events for approximately 150,000 subscribers, including PvP
Tourneys, Festivals, Mass Town Invasions, Plays, Adventuring, and more.

Cultivated the development of several communities based on ongoing storylines.
Online portfolio: www.gamingcv.info
Page 9 of 133
(734) 536-7558 • Michael Patino’s Gaming Portfolio • [email protected]
Work Experience
Ultima Online Lake Superior
1999 – 2004
Community Manager
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Managed and built a meta-community for players, including a staff of 50+.
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Recruited a significant percentage of the player population to forums.
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Cultivated the development of over 400 guild communities.
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Developed several tangential meta-communities, including the LS Dueling Society, the LS Adventuring
Society, the Royal Guard, and the Alternates (RP Society).
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Designed, wrote, and executed over 100 in game events, including PvP Tourneys, RP Events, Festivals,
Plays, and Adventuring.
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Ran dozens of reward initiatives to encourage both in game and forum activity.
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Represented community to EA at the 2005 “Community Day” in Redwood Shores.
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Developed several beta communities to encourage efficiency during Beta cycles.

Experience mediating and resolving disputes amongst players and communities.
MMOG Reporter/Columnist
1999 - 2004
Freelancer
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Reporter and Editorialist for online MMOG news sites, such as Stratics, Crossroads, Ianstorm, Unknown
Player, and UO Powergamers (to name a few).
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Organized player luncheons/meetings, including gatherings at E3 for fans, developers, and media.
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Administered/Moderated 400+ message boards.
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Administered/Moderated over two dozen email lists regarding the Gaming community/development.
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Participated in several online focus groups and talk shows regarding MMOGs.
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Developed lasting relationships with Developers from most MMOG studios/publishers.
Talislanta CRPG (defunct)
2001 - 2002
Public Relations & Marketing Lead
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Developed Competitor Profiles, including in-depth research into their Developmental strategies.
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Constructed a priority list of marketing factors necessary for product acceptance in their market niche.
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Administered and maintained a Dev to Press line of communication, to ascertain that information was
given to the players via the proper channels.
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Responsible for Press Release development and delivery.
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Developed advertising and marketing campaigns for online and print mediums.
NetZero (now United Online)
1999 – 2001
Infrastructure Operations Coordinator
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Implemented cellular & pager conversion for all employees, reducing overhead by 30%.
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Implemented various Inventory and Asset control tools to streamline the ordering process.
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Drafted new forms and templates to better aid in IO and Accounting integration.
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Instrumental in the development and of an Oracle-based asset control system.
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Integrated departmental Oracle systems with IO, increasing inter-department productivity substantially.
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Responsible for several Business to Business relationships for the department.
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Coded and maintained the IO Internal Web Site.
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Supervised the Internal Help Desk for all employees on all IO related issues.
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Delegated all department tasks, including Tech Support, Telecom, MS Exchange, and Networking.
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Followed up on all IO tasks for prompt response and completion.
MGM Interactive (absorbed into MGM)
1998 - 1999
Quality Assurance Tester
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Tested various games on PC, PSX, and N64 platforms.
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Created detailed bug reports and plans.
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Familiarity with TCR, TRC, LOT checks and Master Checklists.
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Familiarity with Functional, Compliance, Compatibility, and Soak testing strategies.
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Recorded bugs on intra- and extranet (EA) databases for multiple Development Houses.
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Created video demo presentations for outside parties.
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Titles: Tomorrow Never Dies - PSX Shooter, Wargames - PC RTS, Wargames Retribution (expansion
pack) - PC RTS, Dragon Sword - N64 Adventure, Tiny Tank - PSX Console, Rollerball 2000 - PSX
Console.
Online portfolio: www.gamingcv.info
Page 10 of 133
(734) 536-7558 • Michael Patino’s Gaming Portfolio • [email protected]
Education
Ednet Career Institute - MCSE, CCNA, A+
University of Miami - Pre-Law, Honors
University of Florida - Information Technology, Honors
Santa Fe College - Political Science, Honors
Miami Dade College - Psychology, Honors
Los Angeles, CA
Miami, FL
Gainesville, FL
Gainesville, FL
Miami, FL
Application Knowledge
Business Applications
Web Applications
Design Applications
Expert Proficiency
Microsoft Operating Systems, Mac
Operating Systems, Word, Excel,
Power Point, Outlook, Exchange,
Sharepoint, Visio, OpenOffice Suite,
Adobe Acrobat, Nitro PDF, WebEx,
Wink, Attendance RX, Salesforce
CRM, Sugar CRM, PHP Projekt,
DotProject, MS Project, ACT
Goldmine
Expert Proficiency
Mambo, Joomla, Drupal, DotNetNuke,
PhP-Nuke, Xoops, TYPO3, phpBB,
SMF, vBulletin, OS Commerce,
4Images Gallery, Gallery, Coppermine,
PhP Wiki, Web Calendar, Advanced
Poll, PhP ESP, Help Center Live, PhP
Support Tickets, Support Services
Manager, Word Press, Dolphin, Orca,
Ray
Expert Proficiency
Adobe Photoshop, Illustrator,
ImageReady, HTML-Kit
High Level of Fluency
Microsoft CRM, vTiger CRM
High Level of Fluency
PhP AdsNew, TikiWiki, Moodle, PhP
Auction, CubeCart, phpCOIN, OS
Ticket
HTML, DHTML, CSS, XML, CGI, PhP,
SQL, Python, Perl, Oracle, Java
High Level of Fluency
Torque, Ogre, FinalCutPro, Adobe
Première, Lightwave, Poser, Flash,
Frontpage, Dreamweaver, Cold Fusion
Code/Database Knowledge
Associations
Historic Entertainment
Miami Chessmasters
Renaissance Historical Society of Florida
Chessmasters di’Vizcaya
Society of American Fight Directors
Association of Renaissance Martial Arts
Society for Creative Anachronism
The Grey Company
Co-Founder, Webmaster
Council Member, Trainer, Co-Founder, Webmaster
Council Member
Council Member, Trainer, Webmaster
Certified Weapon Choreographer
Member
Member
Council Member, Community Coordinator
References
Joseph “GreyPawn” Pishgar
John DeRossett
Jason “Zilo” Lawson
Director, Community
Relations/Solutions
Sulake Corporation
[email protected]
Director, Community Relations
Empire Building Services
[email protected]
Game Designer
Zynga Games Network
[email protected]
Chris “Binky” Launius
Scott “UP” Miller
Jonathan “Viceroy” Trimble
Associate Brand Manager
Sony Online Entertainment
[email protected]
Founder/COO
MojoBaby Inc.
[email protected]
CEO
MMOG Media, LLC
[email protected]
Online Portfolio
Please visit my portfolio at www.gamingcv.info for a comprehensive resume, including:
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Community Relations, Customer Support, Development, Creative, and Testing Philosophies.
Detailed descriptions of my past work, hobby, and volunteer experience as it relates to the MMOG world.
My personal interests, hobbies, and life history.
Samples of my creative work, including design concepts, websites, graphics, poems, plays and more.
List of development houses and media sources where I have established contact.
Online portfolio: www.gamingcv.info
Page 11 of 133
(734) 536-7558 • Michael Patino’s Gaming Portfolio • [email protected]
HOME PAGE
Welcome to Michael Patino's Portfolio
I have prepared a summary of both my practical and whimsical experience, divided by category, for
you to evaluate as a potential member of your team. It is my hope that they provide will you with a
clear image of both who I am, and what I can provide as a participant in your grand adventure.
The Layout
The format for this portfolio was developed from artwork from a host of my favorite MMORPGs, as
well as some original contributions of my own. Why? Well, I figured it would get your attention over
a standard resume on someone's desk, as well as illustrating the breadth of my Gaming interests.
The printed version of my portfolio, which you are now reading, contains the entire content of the
www.gamingcv.info website (including all referenced materials, my cover letter, and my generic
resume). If it is not formatting properly in MS Word, I would suggest downloading the Adobe PDF
version from the DOWNLOADS section of my portfolio.
Each web page has been divided into a chapter for the printed version of my portfolio. Feel free to
use the table of contents to navigate to the particular sections of interest to you. Following the
sequence, however, should lead you through a comprehensive examination of my skill and abilities
as they apply to the MMOG industry.
Following the printed version of the website is an Appendix with the various articles, essays, design
documents, and samples of my work that were cited throughout the website. If you wish, you may
download each individual section separately, including all related articles and samples, from the
DOWNLOADS section of my online portfolio.
Why Bother?
As an avid Gamer and community activist/media source, I have had the pleasure of meeting
developers from many different studios. I was continually impressed by the passion that inspired so
much of their work. They truly believed in what they were doing, and their excitement was a
tangible energy when speaking with them. So in preparing my portfolio, I thought to include enough
of my past experiences to impart something of the same caliber. It is my hope that I will be able to
include enough of who I am, where I have been, and what I might offer to your studio.
Why I Believe the Gaming Industry is a Good Fit
As someone who has hired dozens of employees, I believe that it is important to answer at least two
questions of any prospective employee in the hiring process.
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Does the candidate have the necessary skills to be a productive member of your team?
WHY does the candidate want to work with your team?
I believe my portfolio and resume will prove that I have the abilities to produce, but all the talent
and work experience in the world counts for nothing if the individual is unmotivated. So here are
the reasons I am making the gaming industry, and possibly your studio, my new employer.
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As industries go, Game Development is a very new entry. As technology and development
studios evolve, I believe that there will be extremely rewarding opportunities developing
over a wide variety of gaming interests.
As a passionate proponent of community centric development, I would like a position
where I can help create the tools, philosophy, and skills that will push online socialization
into it's next evolutionary stage of development.
As an avid fan of Video Games, I would love a position that helps bring worlds to life.
There is a lot of opportunity for guerrilla and viral marketing that has not been tapped by
the gaming industry. For example, the Secret World viral campaign was a beautiful work of
art, if somewhat pre-emptive.
As a self-motivated "go getter", I love challenges. As a business process consultant, I
currently make a living off of being the "go to" guy, but my clients are all standard business
models. As a member of your studio's team, solving those challenges would also mean I was
contributing the health of a gaming community I cared about. Now that's an awesome
reason to roll out of bed with a smile on your face.
Simply put, I love working in the game industry. The experiences I have had were excellent,
and I am looking for more.
So that is why I wish to work for your studio, now I just need to convince you that I could be a
valuable member of your team. If you wish to contact me directly, feel free to use the information
located along the top of every page.
- Return to the Table of Contents
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COMMUNITY
Community Relations Highlights
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9 years of experience in the development and management of online communities.
Built, Administered, & Moderated forums, websites, and mailing lists for online communities.
Background in Video Game reporting and news coverage.
Marketing and Public Relations experience in the gaming industry.
Proven track record as a representative of a major studio to the player population.
Experience mediating and resolving disputes amongst players and communities.
Solid understanding of the use of player incentive, rewards, & in-game events for player
retention and recruiting.
Community Development
I began gaming in 1987, with my first true love being Sierra adventure games and MUDs. I quickly
moved into AOL's Neverwinter Nights (a predecessor to the MMOG world, although they could only
host 600 players at a time), and found my real passion in gaming... building communities. The guild
(www.grey-company.org) I helped build there has been thriving for over two decades, and has
become a major force in every game world to which we have journeyed. In fact, various Tel'Mithrim
(the Grey Company) websites are even linked on Wikipedia for Elvish and Drow language resources,
and we are also the only surviving guild from the original Neverwinter Nights on AOL listed on
Wikipedia’s entry.
My taste in community building was not sated with just running one community, and in 1999 I took
on my first experience building Meta-Gaming communities. UOLS was an experiment in creating a
server-wide community where members from every facet of the game could come together and
participate as a whole. Our forums and guild hosting features quickly made us a powerful entity on
the shard, with literally a third of the shard's population utilizing our forums, and over half reading
our news coverage.
In-Game Meta-Communities
I also developed several focused in game meta-groups for specialized interests, including Role
Playing, Player vs. Player combat, and Crafting. Here are a few samples:
A loose organization of players from EVERY shard/server who were willing to help play bit
characters, townsfolk, quest characters, fortune tellers, pirates, orcs, savages, or whatever was
needed for player events. The primary purpose was not to replace Studio sponsored organizations
or events, but rather to enable player organizations to field large groups of players for their own
events. In short, it was a RolePlaying/Event Temp Service. You need bodies? We had bodies.
(click here for full details on the Alternates)
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LSDS was not a guild, but rather a meta-guild community that allowed participants from any guild
to become an active member. A group of Duelers were recruited as Duel Masters, their only purpose
to watch and record Duels performed by members of LSDS and record their standings on a global
ladder. As members won Duels, they gained points. As they gained points, they rose on the ladder.
Once a month, the top 8 contenders on the Ladder were invited to meet and perform at a public
"High Tournament" against each other, where increased points were given for winning, as well as
other prizes.
(click here for full details on the LSDS)
Gaming Reporting
As my experience in the gaming world increased, I began to leverage my talents as a reporter,
editorialist, web developer, and community activist to many other MMOG news/fan sites.
Throughout all of these media experiences I have built up many connections, both among the
player-base and with the organizers of many of the MMOG news and fan sites of note. Here are a
few of the MMOG news sites I have worked with over the years:
UO Lake Superior
- Community Manager, Editor
A meta-community based on the Lake Superior shard of Ultima
Online, offering news for everything of interest to players on that
shard, as well as general UO related coverage.
UO Powergamers
- Editorialist, Developer/Designer
A community dedicated to the Player vs. Player play style.
Unknown Player
- Guest Editorialist, Audio Interviewer, E3 Reporter
A multi-genre news site dedicated to online video gaming, mainly covering news blurbs and
articles of particular note to the player community.
Stratics
- UWOO Community Coordinator, E3 Reporter
The grandfather of MMOG news sites. Stratics includes General
News, Shard News, General Forums and dedicated Forums for
Shards and Character Professions for almost every major MMOG in existence. Not to mention just
about every Statistic and Strategic bit of info, Utilities and Tools, Reviews of Player Run
Establishments and other features they could dig up.
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GameRifts
- Guest Editorialist
A multi-gaming news site, with a focus on player issues.
Ianstorm
- E3 Reporter
Yet another multi-game news portal.
Developer Network
I have had many opportunities to cultivate relationships with a large range of developers, with an
emphasis on MMOG studios/publishers. Here are a few of the studios and publishers I have
expanded my network to include:
PR & Marketing
In 2001 I was approached through some of my contacts to help with a new CRPG based on the
Talislanta RPG. As one of my favorite RPGs, I could hardly refuse, and began to work with them as
their PR and Marketing Lead. Unfortunately, the project failed to find funding and was eventually
canceled, but the experience I gained with them was invaluable in my understanding of the PR beast
as it relates to gaming.
I have also developed, and helped develop, several "real world" player luncheons/meetups for
gamers of all types, with developer attendance, including events at the Electronic Entertainment
Expo in Los Angeles. I am comfortable speaking with large crowds, and well versed in the dynamics
required to coordinate and orchestrate such events.
Event Moderation
In 2004 I was hired as an Event Moderator for EA's Ultima Online MMOG. Event Moderators were
responsible for running in game events for the players, creating unique plot lines and quests,
developing and dispensing unique "quest items", and many other social related activities. Our
duties placed us in the difficult position of representing the game's developers "in game", despite
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the fact that we had very little to do with the actual development process, as development team
members rarely ventured within the game (visibly, that is). It was vitally important to present an
engaging and friendly demeanor to our players, while being careful not to release any privileged
information on expansions or upcoming features. Furthermore, part of our duties included the
development and dispersion of unique quest items, which were highly sought after by the player
population. Learning to exercise the proper level of professional distance while still engaging them
in the various scenarios and quests that were our prime directive was a challenging but rewarding
exercise.
(click here for samples from my EM career)
Technical Knowledge
In addition to the obvious gaming community experience, I am also proficient in many applications
that would aid in the development of a quality community relations department. As a business
consultant specializing in Service Oriented Architecture, I have developed, implemented, and
administered Customer Relationship Management applications for many business models. I believe
that a properly constructed system would make Community Relations a very dependable source of
Public Relations. If all gaming news sites, fan sites, and key community leaders are viewed as a
"marketing asset", and carefully cultivated to produce maximum return on the company's time
investment, it would be possible to achieve a very significant online presence for a minimal
investment. In addition, there is no reason that a CRM could not be configured to serve as the
primary infrastructure for the Support, Marketing, and PR teams as well, again without any
significant investment on your studio's part beyond the manpower to configure an existing
enterprise level solution, such as SalesForce, Sugar, vTiger, or Microsoft CRM. With such a system
in place, it should be possible to automate a vast portion of work done manually by most
Community teams, including the maintenance of community contacts (players/developers/media),
development of community profiles, metric reporting of community activity, community acceptance
of development initiatives, etc.
Community Philosophy
If you are a visible voice in the player's gaming lives, then they will come to you with their problems
before they cancel their accounts and disappear. Players want to be heard, and if they are given an
open line of communication to express their frustrations, misgivings, opinions, and
disgruntlements, then they will pursue this first. Despite the end resolution, if they feel that their
views have been treated with respect, they will stick around to give it a shot.
If you have created a structure that entices your audience with incentive rewards and in game
events based on both the studio's plans AND the players wishes, then the community will grow.
If you cultivate your communities, nourishing them with the appropriate programs, interest, and
tools, then they will retain their own player populations and add to the overall health of your game.
- Return to the Table of Contents
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SUPPORT
Support Services Highlights
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Over 12 years of Customer Support experience
Built, Administered, and Managed several CS teams for multiple business models
Developed robust call centers and call trees for support routing
Integrated call center technology and CRM applications to increase productivity and response
times
Developed dozens of escalation practices to route support calls to appropriate personnel
Experience mediating and resolving disputes in the Business to Consumer world, as well as the
Business to Business world
Experience mediating and resolving disputes in the MMOG world
Expertise in the implementation and management of CRMs and other business applications of
significance
Ability to work well under pressure
Strong multi-tasking ability
Detail-oriented work ethic
Experience working with confidential customer account information
Outstanding motivational and leadership skills
Ability to work effectively with others
Outstanding analytical and deductive reasoning skills
Professional organizational skills
Proven ability to follow through and complete assigned tasks
Dedicated team player
CS Team Development
My 7 years of experience as a business consultant has allowed me the opportunity of designing
several customer support teams over the years. Typically, when hired by a new client, I would
shadow all of their key operational figures over the course of several weeks, mapping out exactly
what they do, and how they do it. After developing a complete map of their operational work flow, I
would work with their personnel to clean up areas of inefficiency, and implement new technologies
to streamline their process flow. When required, I would oversee the development of program to
program interfaces to pass client information along automatically, thus reducing the possibility of
error and redundancy via data entry. As I am sure you can tell, I am enthusiastic advocate of the
strategic implementation and the careful cultivation of meta-view oriented systems and agile
development based work flow design, and I have passed along my knowledge in this area to dozens
of clients.
CRM Implementation
Specifically for Customer Support, I have implemented several CRM applications for past clients for
their support, sales, and marketing teams. I am a firm believer that an intelligently constructed
CRM will allow a business to properly control customer expectations and staff responses. With over
5 years of experience in developing CRM applications, I am confident that I can develop the
appropriate structure to manage your CS team. My experience includes work developing,
implementing, and managing the following:
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All of these programs have built in features for support tracking and problem escalation, and I
prefer to use them over stand alone Help Desk systems for the higher level of company integration
that a multi-department application encourages. I believe that a customer's life cycle with a
company should be looked at as a complete picture, and programs that allow a staff member to
quickly and easily gather the entire scope of a customer's interactions are vital to developing a 360
degree perspective of the customer's health. I have, however, implemented several stand alone
systems for client's that did not wish to integrate their other departments, including osTicket,
Support Services Manager, Support Logic Helpdesk, and PHP Support Tickets.
CS Liaison/Management
My 3 years of experience as the Director of Community Relations and Technology for RenAMI
placed me in a direct position of responsibility for the state of our support services. I built
several systems to ensure our response times, with escalation paths that made certain the
right person was dealing with the right problems. I built and managed our call center and
call trees to ensure that calls were processed in a timely manner, and developed secure
internet management access to allow clients to see the exact status of any pending requests and
resolutions/follow ups in live time.
My 2 years of experience as the Information Operations Coordinator for
Netzero/Juno/United Online placed me as a direct liaison between the company personnel
and our IT department, coordinating both their daily activities/priorities and overseeing
progress. It was my job to make sure that our internal support staff addressed the
appropriate needs on time and on budget. As the direct representative of our department
to the company, I handled all top priority issues personally, and ensured that our
department maintained pace with company objectives and mandates.
Gaming Support Experience
In addition to my experience in the business world, my time as an Event Moderator of
Electronic Art's Ultima Online taught me the careful balance of dealing with MMOG
players. The amount of personal investment gamers make into the MMOGs they
populate is overwhelming, and brings a parallel investure of paranoia when they feel
they might lose something for which they feel entitled. A delicate hand in mediation is
required to keep players satisfied that you are there to serve the community, not just
police it.
As a meta-community leader with UOLS, I frequently had to mediate political disputes between
influential players and guilds. I learned (the hard way) to be extremely cautious in what I posted in
public forums, as off hand comments and remarks have a way of being blown up beyond
recognition. If responding to a emotionally charged post or email, I developed a "cool off policy",
where I would write my response, move on to another activity, then re-read it an hour after the fact
to see if I had imparted an emotional level unintentionally. If I deemed the post was still
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appropriate, then I would send it off. If not, I would edit the post and then wait another hour,
repeating the process as needed. This policy quickly taught me the wisdom of level-headed restraint,
and I have never regretted it.
I have also acted as a Game Master/Customer Support Representative on several private servers for
various games. My experiences here are very similar to those as an Event Moderator, although
obviously with a far smaller player population that was generally much more focused then those of a
public server.
Support Philosophy
Create a clear set of rules for players to follow, make certain that the players have an opportunity to
read and understand them, and then enforce those rules absolutely. No favorites, no nepotism, no
exceptions. Respond to player inquiries in a timely manner, and utilize ONE system flow for all
requests, regardless of origin (in game, email, web, phone). In this manner, you can be certain that
issues are being dealt with fairly, in a timely manner, and without prejudice.
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DEVELOPMENT
Development Highlights
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12 years experience playing MMOGs, and 28 years playing Video Games
Vocal proponent of community development
Hobby level skills in scripting for various games
Extensive experience in simplifying complex work flows in web-based applications
Deep understanding of user objectives, user scenarios, key product strategy, point of
differentiation, usability principles, web applications framework, and the development of a
product road map
Expert understanding of methods for designing easy-to-use interfaces, including user and task
analysis, information architecture, interface design, heuristic evaluation, and usability testing
Strong communication, analytical, and interpersonal skills working within cross-functional
teams
Hobby Experience
Throughout my time as a community activist, I was a constant advocate for the development of
community specific features. I have dabbled with Torque, Ogre, NWN, and various FPS applications
over the years, in an attempt to better understand the development process. Though I would
hesitate to classify myself as a mapper or level designer, I believe that my skills are strong enough to
handle most basic scripting needs.
Essays on Development
While I do not expect to be hired on as a Designer, I am very passionate about what I believe is the
future of MMOGs, and have written extensively on the subject in various user groups, forums, and
email lists. Here are a few of the essays I have written:
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The Future of MMOGs... what's next? (click here for full details)
RPing, MMORPGs, and my view of their Evolution (click here for full details)
Design Concepts
These are stand alone concepts, either to enhance a specific area of game play or to add some
additional versatility.
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Monster Deeds (click here for full details)
Unique Item Names (click here for full details)
Dynamic Spawns (click here for full details)
PvP and UO (click here for full details)
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Design Docs
These are more complete proposals, the first a MMOG World concept I am puttering around with,
and the second a revision of crafting for UO.
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Kaima - MMORPG Concept (click here for full details)
Enchantment - Crafting Revision (click here for full details)
Enhanced Barding (click here for full details)
Interest Groups/Associations
As an advocate of community-centric development, I have been an active participant in several
online development communities, including the now defunct MUD-Dev List. Here are a few of the
forums, newsgroups, and email lists that I frequent:
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Mud Dev 2 List (web link)
Mud Dev List - now defunct, archive only (web link)
DIGRA - Digital Games Research Association (web link)
eludamos - Journal for Computer Game Culture (web link)
Eternal Gamer (web link)
Sirlin - Game Design, Psychology, Flow, and Mastery (web link)
Game Research - The Art, Business, and Science of Video Games (web link)
Games * Design * Art * Culture (web link)
Games and Culture (web link)
Digiplay Initiative - Understanding Digital Games (web link)
Game Studies - International Journal of Computer Game Research (web link)
Joystick 101 (web link)
Loading... (web link)
Terra Nova - Virtual Worlds Blog (web link)
Ludologist (web link)
Development Philosophy
I am well versed in game theory, especially in how it relates to the MMOG genre. I am familiar with
the application of Agile Software Development, Lean Software Development, Rapid Application
Development, Continuous Integration Development, Scrum Sessions, and Extreme Programming,
on a both theoretical and practical scale.
Though I do not believe I have the skills to become a Game Designer (yet), I am confident that my
experience and knowledge would be a valuable asset in scrum sessions and general round table
discussions. I believe that with the right guidance and instruction that my knowledge of game
development could be taken from the theoretical to the practical, and I am very excited to see that
happen. To quote Ken Levine, "A great idea is meaningless. A great idea that leverages your existing
technology, gets the team excited, is feasible to do on time and budget, is commercially competitive,
and, last but not least, floats the boat of a major publisher... Now you have something."
I know I have some decent ideas, now I just the experience, team, and technology to make them
feasible. Perhaps I will find those with your studio.
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CREATIVITY
Creative Highlights
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15 years of experience as a web designer (HTML, DHTML, CSS, JS, Java, Dreamweaver, Cold
Fusion, MS Frontpage, and similar programs, PHP, Python, CGI/Perl, Ruby on Rails, MS SQL,
My SQL, Postgre SQL, Oracle, Java)
6 years experience in web hosting and server management (sales, marketing, administration,
backup, maintenance)
4 years of experience in Search Engine Optimization
Strong graphic design skills, artistic sense, and fluency in Photoshop
Understanding of information flow, readability, and interface usability design principles
Familiarity with web scripting languages such as JavaScript and ActionScript
Extensive knowledge of browser compatibility issues
Extensive writing experience with fantasy fiction
Vast background with in-game event development and management
Knowledge of video editing with Adobe Premiere (or equivalent package)
Exhaustive knowledge of the MMOG and Gaming genre
Developed and run story arcs in a commercial MMOG for a player population of 150k+
Run hundreds of events and quests
Solid experience policing/moderating large scale events
Comfortable with free form/improvisational events
Experience writing fiction and prose for the fantasy and sci-fi milieu
Written and adapted several plays for implementation in the MMOG world
Websites
As part of building and running online communities, I eventually reached the point where web sites
became an integral aspect of community construction. Thus, spurred on by the needs of my hobby
in online gaming, I began to dabble in web site creation. At that time HTML was as rudimentary as
it gets, with cross-browser incompatibility being a very nasty issue, but as technology moved on I
grew fascinated by the intriguing mixture of tech geek and artist that personifies a web designer.
Eventually, I developed a confident host of web programming skills, and even dabbled in web site
design as full time job. Today, I use my design skills to compliment my expertise with business
programs, developing customized solutions.
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As a web designer, I am a huge fan of Content Management applications. I prefer to spend my time
doing development, not changing emails on someone's bio, so I build my sites to allow the users to
manage their own content. In the development world, this mentality could be just as useful, with
the use of wiki's, internal intranets, code repositories, and other such programs that I am sure you
are familiar with. As a manager who believes that clear lines of communication lead to a significant
drop in problems and missed expectations, I would push to develop tool sets that clearly map my
department's needs, requirements, and deadlines.
Signature Images
As a community activist, I also participated in hundreds of online forums. My graphic design skills
were frequently used to create signature images for users on these forums.
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Player Quests and Events
I have run hundreds of quests over the years, so here is a sample of a few to give you an idea of how
I think and plot them out:
Short Term Quests
These quests generally take only a day. Since I ran most of these as a player, I had to develop all
sorts of interesting work arounds to pull them together. Take a look at the Riddle Quest for more
details. (click here for full details)
Long Term Quests
Scenarios like this generally take months to finish off, and some have taken as long as two years!
Read over the design document for a quest currently being run in the world of Sosaria (Ultima
Online) for Upheaval in Delucia. (click here for full details)
Dev & Player Coordinated Quests
This is an article with a few examples and suggestions on how Dev run programs and players could
work together to create a more viable dynamic quest solution. Go ahead and give Developer and
Player Coordination: A Better Questing World a read. (click here for full details)
Events and Festivals
Over the past decade, I have run literally hundreds of events for players in various MMOG worlds.
Here are some samples of those events I have organized:
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Scavenger Hunts (your typical retrieval oriented fun)
Bardic Contests (for those poets and storytellers in our midst... we've run dozens of these)
Rituals (rituals for a host of subjects, from cleansings to season blessings)
Archery Contests (pretty obvious)
Dart Throwing (obvious as well)
Murder Mysteries (a bit of intrigue is always interesting)
Sack Races (this can be a fun one, depending on game mechanics)
Casino Nights (all sorts of games of chance)
Horse Races (many MMOGs have built race tracks for these purposes)
Relay Horse Races (group racing)
Pet Races (the same as a horse, except using a pet.... we've done everything from chickens,
rabbits, and more)
Crafting Give-Aways (helping out your newbies)
Crafting Contests (speed/difficulty contests)
Summoning Contests (call up your favorite monster and let him fight for you)
Riddle & Trivia Contests (to test the wit!)
Fortune Telling (just for fun)
1 vs 1 Dueling Contests (for the more militant minded)
Grouped PvP Contests (for larger groups, generally 2 vs 2 to 5 vs 5)
Themed PvP Contests (only certain classes/skill sets)
As you can see, I have organized and implemented a large variety of activities in the Gaming world.
With a position at your studio, I believe I could utilize these experiences to help refine your vision
from my own experiences, as well from information gathered from the public player base.
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Event Moderator Events
As an Event Moderator for Electronic Art's Ultima Online, I had the opportunity to run events for a
player population of approximately 150,000. I was assigned as the Lead EM for the Origin
shard/server, and wrote up dozens of quests and events specifically built to compliment the existing
communities. Here are a few samples, all in MS Word DOC format:
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General Overview of a Story Arc (click here for full details)
Sample Programming for an NPC Oracle (click here for full details)
Sample Event 1 “The Rescue of Tyr” (click here for full details)
Sample Event 2 “Yew” (click here for full details)
Writing
Most Role-players love to write about their characters, and I am not immune to that bug. Here are
few stories from the RP life of Talanithus, one of my "online avatars". (see Appendix pg. 73 for
more details)
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Memories (click here for full details)
Visions (click here for full details)
Journeys (click here for full details)
I have hundreds of pages of other tales, but I doubt these will really sway you one way or the other
in the hiring process. *chuckles*
Songs & Poems
Here are a few of my fantasy based poems and songs.
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The Keg and Anchor (click here for full details)
Memories of what once were
With the Moon's Fair Light a'Showing (click here for full details)
Love found, and lost
Leavetaking (click here for full details)
The sadness of an Elf who loves a human
Oh! For a Shrubbery! (click here for full details)
Just for fun
Plays
I've written and adapted a few plays over the years, some for MMOG use and others for RL theater.
Here is one to give you an idea of my style:

RumpleFaern (click here for full details)
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Creative Philosophy
I believe in a "sitcom" styled development phase for events. By this, I mean that each individual
event within a greater story arc should be an independent entity, including all of the necessary
elements to enjoy the event on it's own while concurrently improving on the depth and metaresolution of the greater story line. An "episode" should include the following elements.
1.
2.
3.
4.
5.
6.
Some form of notification to the players that an event is coming soon
Reference to previous event "hook"
Crisis with multiple solutions to allow the player's the freedom to choose their actions
Crisis resolution
Hook for next event in the story arc
Recognition for players that have acted selflessly
When developing a story arc, I prefer to use morally ambiguous story lines that allow players on
either side of a conflict to feel that they are "right" in defending their views. Good versus Evil plot
lines can work for mass events, but anything that encourage involvement of the players should
allow them the opportunity to feel justified in their choices and actions. In my experience, this sort
of foundation allows the development of a viral form of player fanaticism, and stimulates a
secondary cultivation of player communities that arise to defend the ideologies the player's have
chosen to identify with. I am a firm believer in the power of player communities to evolve a story
line's path, and adapt my plot lines to the player's developments.
I generally develop several RPCs (Role Playing Characters) to handle different elements of plot
development. In a conflict oriented story line, there will of course be the protagonist and antagonist,
though as I stated earlier I prefer conflicts of a more "grey" nature. I also create a character that
exist primarily as a source of information, be they an Oracle, Librarian, Scholar, or so on. I am a
huge fan of history, and will frequently hold book readings or symposiums in game with this
character to elucidate on game history, many times with an emphasis on how it applies to the
current story arc. I also develop a sort of wandering minstrel character for more casual encounters
with players out adventuring, using his songs and stories as a platform to encourage players to seek
out alternative story branches, or just to notify them "in character" of story arcs they might not have
discovered on their own.
All events and quests should be witnessed and transcribed to the larger player audience. The means
of this information dispersion is not as important as the fact that the information gets out. It could
be from a player reporter for a fan site, or from the event writer on the official web site, but the
player's need to have a record of exactly what happened and how it fits into the greater scheme of
things. Failure to properly chronicle and event story arc will leave most players feeling like they
have been excluded from the "in crowd", which should be avoided at all costs. To compliment this,
players also need to have a definitive meeting area or notification system to alert them of new
events. Again, the form is not as important as the fact that it exists, so that players that wish to
participate have a clear path to do so.
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TESTING
Testing Highlights
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Extensive experience in a software QA environment (corporate and open source)
Game QA experience on half a dozen titles
Familiarity with the console submission process
Familiarity with (TCR) Technical Certification Requirements, (TRC) Technical Requirements
Checklist, LOT checks, and Master Checklists
Familiarity with Functional, Compliance, Compatibility, and Soak testing strategies
Large team management skills
Ability to motivate people, instill accountability, and achieve results
Strong oral and written communication skills
Impeccable organizational and time-management skills
A finely-honed attention to detail
Absolute passion for games
QA Testing
In 1998 I took on a job at MGM as a QA Tester, and began to see how the
inner-workings of the Development process fit together. Our relationship
with Electronic Arts further expanded my education, teaching me how to
work with remote teams to better build and develop our titles in harmony, as
well as the joys and pains of outside party Publishers. Some of the titles I
worked on at MGM include:


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
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Tomorrow Never Dies - PSX Shooter
Wargames - PC RTS
Wargames Retribution (expansion pack) - PC RTS
Dragon Sword - N64 Adventure
Tiny Tank - PSX Console
Rollerball 2000 - PSX Console
Beta Testing
Though my career path took me into the corporate world with NetZero, I was still addicted to the
lure of MMOGs. Like every MMOG Gamer, I was curious as to the nature of the new games being
developed in the genre. As such, I have participated in many Beta programs, where my skills as a
QA tester were certainly put through good use. Some of the Beta's I have been involved with
include:


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
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Ultima Online (all Beta's, I believe there have been 5 or 6)
Asheron's Call
Asheron's Call 2
Dark Age of Camelot
Anarchy Online
ShadowBane
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Everquest 2
World of Warcraft
Tale in the Desert
Lord of the Rings
Conan
Others I am sure I have forgotten...
As a "dedicated" Beta Tester for MMOGs, I have had the opportunity to develop several
communities for the sole purpose of checking out new worlds and squashing bugs. During one beta,
the developers had not provided a forum for players to discuss the new release and join together for
more comprehensive testing of larger scale PvP scenarios and other issues. I contacted the studio
and arranged permission to create my own private forum for testers, and even brought in the key
members of the developer's QA Team to view our progress and leave input as needed. Though a
significant amount of work for a temporary community, the end result was an effective, organized
coalition of Beta Testers.
Business Beta Testing
I have also had the opportunity to Beta test multiple enterprise level software packages, including
several Microsoft Operating Systems, Microsoft Office 2003 and 2007, various modules for
Salesforce CRM, and countless modules for various open source coding projects. In addition, I also
acted as the QA Lead/Manager for several in house custom applications built at NetZero for various
business purposes.
Testing Philosophy
Testing is the unsung hero of the development cycle, and the success of a good QA team will directly
impact the success of the game, as will their failures. To succeed, they need a clear line of
communication to the developers, as early a start as possible, and a sound testing strategy that leave
lots of room for mini-disasters. Preferably, once a release candidate has been set, QA should have
the time to return to all previously fixed bugs AND previously "working" features to verify their
complete status.
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HOBBIES
General Hobbies and Interests
I enjoy all manner of artistic pursuits, from drawing, playing jazz (saxophone and clarinet, mostly),
poetry, free form short stories, songs, and of course reading. I love biking, hiking, picnics, wine
tasting, excellent food, and dancing. I am an avid disciple of world religions, and enjoy discussions
on psychology, politics, philosophy, social dynamics, and a host of other topics.
Literature
My reading habits range from HP Lovecraft to Anais Nin, from Aristotle's metaphysics to Francis
Schaeffer's apologetics. I try to read at least one book a week, switching between fiction and nonfiction to keep myself entertained. As an example, I am currently reading the following books:
Globality, Competing with Everyone from Everywhere for Everything (by Harold Sirkin, James
Hemerling, and Arindam Bhattacharya), Building Brandwidth (by Sergio Zyman), Toll the Hounds
(by Steven Erikson), and Sign and the Seal (by Graham Hancock).
Social Entertainment
I enjoy finding new and interesting places to meet people and talk. My hangouts tend to be more
conversationally inclined than pounding music halls, but as previously stated, I do have a weak spot
for dancing... especially Salsa, Merengue, and East Coast Swing. I'll head out of town every month
or so to enjoy the art scene or a night club, but generally if I go out it is to a billiard bar with a
relaxed dress code and decent players.
Movies and Music
I despise television and will choose a book over the "tube" every time. I do, however, have a
weakness for movies... especially the "weird" ones. My favorites are the Princess Bride, Caddyshack,
12 Monkeys, La Femme Nikita, the Professional, Untamed Heart, the Princess Bride, True
Romance, Edward Scissorhands, Willy Wonka and the Chocolate Factory, Monty Python and the
Holy Grail, Lady Hawk, Dumb & Dumber, the Princess Bride, Boondock Saints, Desperado,
Breakfast at Tiffany's, the Superintendent, Princess Mononoke, the Legends of Arislan, Silent
Mobius, Armitage III, Battle Angel, Venus Wars, Drunken Master, the Princess Bride, the Legend,
Legends of the Fall, Red Lantern, Seven Samurai, Blue, Red, White, the Unbearable Lightness of
Being, and the Princess Bride. Yes, that was intentional. Oh, and of COURSE the Lord of the Rings
trilogy.
My musical tastes are a tad bit eclectic, ranging from Thelonious Monk and Miles Davis to
Morrissey and Nine Inch Nails. I love classical music and jazz more often than most styles, but have
developed a favorable approach towards almost all genres in the past half a decade; including
country, much to my own surprise!
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Role Playing Games
I was once an avid player of RPG's, though I have not had the opportunity to join a new group since
moving back to California. My style of play is generally geared toward a character's social
development and their interactions with other party members, as well as NPCs. I have run games in
a host of systems over the years, and have developed several "worlds" for my players to enjoy. As a
game-master, I tend towards non-linear story lines, with multiple inter meshed plot lines that
directly appeal to the player's background and role playing style. In regards to systems, my favorites
are Talislanta, Arcanis, Ars Magica, and HARP... though I will admit I still love Palladium/RIFTs
and D&D (all editions) if I am with a group not bent on munchkining.
Renaissance Festivals and Choreagraphed Fighting
I used to be very involved in the Renaissance Festival circuit in South Florida, and was a certified
fighting instructor for the Society of American Fight Directors. I was also a Council member for the
Renaissance Historical Society of Florida, a Council member and Weapons Trainer for
Chessmasters d'Vizcaya, a Council member and Weapons Trainer for the Miami Chessmasters, and
a Co-Founder of Historic Entertainment. Basically, I dressed up in costumes and choreographed
fights with all types of weaponry, from swords and axes to cloaks and fists, as well as planning
Festivals and Events of all types. I also wrote several plays, most of them adapted off existing
masterpieces like Shakespeare. Since moving from my birthplace in Florida, I have also dabbled in
the SCA - Society of Creative Anachronism and ARMA - Association of Renaissance Martial Arts,
where they spar with fake swords in "real" combat matches. My interest leans more to the theatrical
then the realistic, so my forays into such groups have been relatively casual.
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HISTORY
Family
Any history of my life begins with a history of my family's, and in specific, my Grandfather. Before
Castro's rise to power, my family was a member of the Latino Aristocracy in Cuba. When the
atrocities of his new regime began to spread across Cuba's soil, my Grandfather rose up to fight
against him, using his financial influence to purchase arms and equipment for the struggling rebels.
Eventually, he was caught and imprisoned, escaping the firing squad by only the thinnest of
margins.
Luckily, my Grandmother's Father was an employee of some influence with US Steel, and was able
to arrange for what was left of the Patino's to flee to the United States. My Grandmother arrived in
the US with nothing but the clothes they were wearing, never having worked a day in her life, and
with seven children to feed. Only six months after their arrival in the US, both of my Great
Grandparents had passed away, leaving my grandmother with only a sister to aid in the raising of
her kids. She took a job as a secretary at the Equal Employment Opportunity Commission, where
she worked till she retired, about 5 years ago.
My Father and his siblings spent most of their childhood in a desperate level of poverty, not to
mention being isolated in a strange country where they did not even speak the language! Though all
the chips were set against them, every single one of my Uncles has achieved the American Dream.
How many people can say their family boasts a Doctor, Engineer, Fire Fighter Chief, Pilot, Pastor,
Corporate Executive, and Programmer? This from a group of kids with nothing but the will and
desire to make something of themselves.
My Grandfather was finally released in 1966, after surviving several years of imprisonment in the
political prison system of Cuba. After a tearful family reunion, he immediately set about developing
communities dedicated to the welfare of his fellow political prisoners in the communist controlled
Island of Cuba. Additionally, my family started a not for profit organization that arranges medical
relief in impoverished countries, which has arranged the delivery of millions of dollars in medical
supplies to over 18 countries.
As you can imagine, all of this history was a heavy burden to bear as a child. My siblings and cousins
were all raised to understand the importance of hard work, of striving to succeed, and of defending
your ideals by sweat, tears, and blood. This was the legacy I was born to, and to this day I still
struggle to uphold the values, beliefs, and example of my family.
Childhood
I was born in Hollywood, Florida, in 1974. Throughout the bulk of my childhood, my Father was
both a Fire Fighter and a Pastor, and my Mother was a Teacher. The eldest of four boys, I had what
most would consider a rough and tumble childhood. Camping, Boy Scouts, Paint ball, Horses, Dirt
Bikes, and Sports were a large staple in our elementary education. My mother began home
schooling us at a young age, and all of could read before we were sent to kindergarten, which likely
led to my current love of literature. Though relatively poor, my Mother's position as a teacher
guaranteed us a free education at a private school which emphasized the arts and music. All of us
learned to play instruments, as well as participating in various thespian activities, which I believe
rounded out our personalities and encouraged us to develop a strong level of confidence.
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In the 80's, my Mother's Parents took custodianship of a campground in Northern Florida. As kids,
we would move up for the Summer and work on the campground for a very modest hourly wage...
which still seemed huge to a child! We learned to shoot guns and arrows, ride horses, drive skiboats and tractors, wash an incredible amount of dishes, and tinker around in the garage fixing the
inevitable broken down something or other. It was, quite honestly, the best playground I can
imagine for growing up, and we loved every minute of it. Even as a child, I was fascinated with
computers, so I saved my pay for three Summers until I had enough money to buy my first
computer. By today's standards, it was a piece of junk, but I couldn't have been more proud of it.
As a child, I was always reading. And I do mean always. During school, walking home, in the
bathroom, up on top of a tree... you name it, I read there. I read an average of forty books a month,
and had a college level reading comprehension in third grade. In sixth grade, an offhand bet made
by my Father set me on a new goal, reading the entire Encyclopedia Brittanica. After completing
that I went on to read the World Encyclopedia, and to this day I feel that a large part of my
"intelligence" comes from that early foundation.
When I was not reading or being pulled into some sport by my siblings and friends, I was on my
computer. To this day I still remember my adventures in King's Quest, Hero's Quest/Quest for
Glory, Zork, and the various BBS games of the time. At the time, computers were still a very new
technology, and the world wide web had yet to be invented. I even have a copy of Mosaic laying
around somewhere, the very first "web browser" that allowed text and pictures to be displayed. I
loved riding the wave of the internet's new evolution in technology, and that thirst for innovative
development has never left me.
Between my passion for books and computers, you would imagine that I would grow up an
introverted child. Were it not for my family, I am sure I likely would have, but charm and charisma
were values that my parents stressed very highly in our education. With their careful influence and
guiding hand, we all developed into personable characters that are comfortable and confident in
just about any setting.
Teenage Years
When I turned 15 I immediately took a job at a local bookstore. As an avid reader, I was always
there anyways, so it was no surprise that they just decided to start paying me for my time. My work
ethic was pretty advanced for my age, which I largely attribute to the influence of my family, so I
quickly moved my way into management. I loved working in bookstores, and continued in the field
for about 9 years. If they ever started paying bookstore managers a decent salary (which will never
happen), I would seriously consider moving back into the field.
When I was 16, I was offered the opportunity to attend college while still completing my last two
years of High School. This was a huge opportunity, as I had a very difficult time retaining interest in
the high school courses I considered remedial. For the last two years of school, I attended high
school for one class in the mornings, then college for a full course load, and then off to work. In my
Senior year of High School, I actually worked TWO jobs while maintaining that schedule! Luckily
for me, we were still in Miami where there was a plentiful supply of Cuban Coffee.
When I was 17, my parents were divorced and my Father left his church. As life changing moments,
this ranks in the top ten. My Mother sold our childhood house and actually started going to college
with me! There is nothing stranger then having a college friend ask you if he can date your Mother.
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Tweens
In 1992, I met my ex-wife. We were married about a year after, with all the ensuing drama and
mistakes that a young couple rushing into marriage normally make. Eventually, we moved up to
Gainesville for school, and after five years we split up... sadly on the same day my childhood dog
died. To this day, that was the saddest evening of my life.
Here we begin my "mini mid-life crisis". After the divorce, I left the bookstores that had been my
home for almost a decade and took up bartending. I stopped pursuing my college career, and
started pursuing... er... other things. It was a dark time for me, though I did flesh out my inter
personnel skills in avenues I had never previously ventured. After two years of "living the life", I
decided it was time for a change, both of career and my morals. So I picked up everything I owned
and moved to California, where I took a job as a QA Tester for MGM's Interactive Games Division.
Professional Career
Testing games was an awesome change of pace from bartending, and I probably would have stayed
in the gaming industry forever if MGM had not closed down their Interactive Games department.
This was in 1999-2000, right when the first MMOGs were hitting the market, and it was an exciting
time to be a gamer. Sadly, I took a different route, and obtained a position at NetZero (now United
Online) as their Infrastructure Operations Coordinator, my first real taste of the Corporate life. It
was an interesting and educational position, and I developed many friends there that I keep in
touch with to this day.
After the dot com market crashed, NetZero bought Juno and became United Online. They cut about
a third of our staff at that time, and offered me the opportunity to move to Manhattan (at the same
pay) or to take their buy out offer. I took the buy out, and started aggressively pursuing consulting
as a full time position.
At first, my jobs were relatively simple web sites, intranet portals, and so on. But as I began to really
watch the methods and work flows that my various clients used in their business models, I noticed
that there were some glaring holes in their process structure. After a few off hand remarks made
around cocktails to a client, my career as a business process consultant was born. Contractor work
suited me fine, as it provided ample opportunities to travel, but I never loved it the way I loved the
gaming world.
Simultaneously to the evolution of my business career, I was venturing deeper into the world of
Gaming. As noted in the community section of this site, I had begun developing a fierce interest in
the cultivation of online communities. I took various "side jobs" in the Gaming industry as a
Reporter, PR & Marketing Lead, in game Customer Support Representative, Event Moderator,
Forum Administrator, and so on. All of these positions provided me with a growing tool kit of tools,
connections, and skills to facilitate my growing obsession in community development.
While working in Michigan, I met my current girlfriend, Kelly. Our mutual love of billiards led us
from fling to fantasy, and we have been together for just over 2 years now. In fact, our first date was
July 4th. How's that for irony? After completing my contract in Michigan, I was ready to get out of
the snow, so we packed up and moved to California.
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Today
And so we come to now, where my passion for MMOGs, online community building, and business
design have led me to a new goal, working for your studio. My skills in web design and graphic
manipulation, my experience in Meta-Community building, my talents in both creating and running
Support Teams, my contacts throughout the gaming industry and media, my passion for gaming in
general; all culminating in the creation of someone who, if given the opportunity, will throw all of
that creative fire into the betterment of your online worlds. I can be what you need, and perhaps
even more. As your studio expands its IP interests, I feel my skills could prove quite useful in the
proper development, utilization, and management of your player-base and support staff, as well as
an advocate for community oriented features that will perpetually leverage your player's interest.
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APPENDIX CONTENTS
APPENDIX CONTENTS ............................................................................. 36
The Alternates ......................................................................................................... 37
LS Dueling Society...................................................................................................39
The Future of MMOGs... what's next?......................................................................43
RPing, MMORPGs, and my view of their Evolution ................................................. 47
Monster Deeds ........................................................................................................ 51
Unique Item Names................................................................................................. 53
Dynamic Spawns ..................................................................................................... 55
PvP and UO ............................................................................................................. 57
KAIMA MMORPG CONCEPT ..................................................................... 64
Introduction ........................................................................................................................................ 65
The World of Dreams ......................................................................................................................... 65
Player Characters ................................................................................................................................ 68
Gameplay.............................................................................................................................................. 71
Community Tools.................................................................................................................................77
Customs & Cultures ............................................................................................................................ 80
Conclusion........................................................................................................................................... 80
ENCHANTMENT CRAFTING PROPOSAL ...................................................81
Summary ..............................................................................................................................................81
Why bother? .........................................................................................................................................81
Storyline .............................................................................................................................................. 82
New Items ........................................................................................................................................... 83
How does it work? .............................................................................................................................. 84
Skill Advancement .............................................................................................................................. 85
The Math of it All ................................................................................................................................ 86
Power Charts ....................................................................................................................................... 87
Examples ............................................................................................................................................. 89
ENHANCING BARDING ............................................................................ 98
Bardic Circles ...................................................................................................................................... 98
New Artifacts to Enhance Barding Abilities .................................................................................... 100
Conclusion..........................................................................................................................................102
The Riddle Quest ................................................................................................... 103
Upheaval in Delucia............................................................................................... 105
Developer and Player Coordination ...................................................................... 108
UO Event Moderator - Origin Storyline Arc ............................................................110
Sample Programming for an NPC Oracle ...............................................................115
The Rescue of Tyr ...................................................................................................116
The Cleansing of Yew .............................................................................................118
Memories, Visions, and Journeys ......................................................................... 120
Assorted Songs and Poems.................................................................................... 124
The Keg ...........................................................................................................................................124
With the Moon's Fair Light a'Showing..........................................................................................125
Leavetaking.....................................................................................................................................126
Oh! For a Shrubbery!......................................................................................................................127
Rumplefaern ......................................................................................................... 128
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The Alternates
Introduction
The goal is to create a loose organization of players from EVERY shard who are willing to help play
bit characters, townsfolk, quest characters, fortune tellers, pirates, orcs, savages, whatever is
needed. Our main purpose is not to be a Seer like organization, actually running events on all the
shards, but rather an enabler for existing organizations to field large groups of players for their own
events. In short, I see it as a RolePlaying/Event Temp Service. You need bodies? We have bodies.
How it Works
Members in the Alternates generally do not provide backup for their own shards. Instead, they use
their open character slots on OTHER shards to create characters as needed for specific events and
quests. If a member has open slots on their own shard, then they are welcome to use them as well,
but out goal is to make full use of our empty character slots by solidifying a group of players cross
shard to work together for everyone's benefit. Members of the Alternates can certainly make use of
the resources for their own shard as well, and in fact we expect that MOST potential members will
make use of the program from both sides. They will provide support for other's quests just as they
are running their own.
Nobody is on a schedule, but if you RSVP to participate in an event we would certainly appreciate if
you showed up to do so. We will be building specific tools to send reminders of events you have
signed up for, so most of this should be relatively simple.
Almost any type of player could be useful in something like this, from RPers, PvMers, PvPers, even
Crafters. There is no telling what type of events or quests we might get called for, so having a rich
and diverse background would be very helpful. I would expect that we will likely see most of our
calls separate into two categories:
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RPing characters.
Bad/Good Guy Canon Fodder.
Since all of these characters are basically newbies, it isn't like we would give much of a fight. For
some of you dedicated PvPers, you might look at it as an interesting challenge. Can my newbie
Warrior kill someone else? *chuckles*
Joining the Alternates
Joining, for now, is just a concept. If the idea is favorably received and we get about 50 people who
are willing to sign on (which we will gauge by replies to this thread), then I will make a set of forums
specially for the Alternates on their own web site. To join, you would simply register an account on
the forums and fill in your contact information. ICQ, Yahoo, AIM, MSN, email, etc. With that
information, we will be able to send out reminder notices for upcoming events, as well as having an
internal calendar for staff use to show what we are doing, where, and who is needed. All in all, it is a
relatively simplistic production.
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Each shard will have an Alternates stone, for use in Trammel/Malas oriented PvP conflicts. Wars
will be declared on this stone ONLY for the night of the event, so as to prevent misunderstandings. I
am not really certain how much threat a guild of newbie characters would be to anyone anyways,
but better safe then sorry! *chuckles*
Using the Alternates
To use the alternates, all you would need is an idea, equipment for our people, and means to
provide transportation to the event. Bringing us home afterwards is not needed unless you plan to
run multiple events with the same bit characters. You would write up a post on our forums with the
necessary information, provide your contact info, and we'd get back to you with what we can help
with. It would be that simple.
When a player on shard ____ has a need for some actors from our group, they post on our forum
requesting them. They are responsible for providing us with armor, clothing, weaponry,
transportation, and scripts (if there are any). If they need people to play specific roles, then they
request those as well.
For example:
Sample Request Post
We are hosting a guild event on Pacific, Monday, September 08, 2003, at 9pm PST. We
need help with a number of roles.
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Orc Chieftain with lines.
Two Orc Lords, with lines.
About 10 Orc warriors.
One Royal Guard for Lord British (with lines).
PvP is part of the quest, and we plan to kill everyone. We will meet with the Alternates at
the Haven Bank and provide gates to our staging area at 8 to 8:30pm PST, where we will
equip you and provide you with specific details. For the speaking roles, we can provide your
lines ahead of time, if you need them. Email me at [email protected].
Please make all names Orc like, for example "Kaug'ub" and such. If you have any other
questions, contact me at [email protected].
From there, members of the Alternates would reply with RSVP's for the event, show up at the
appropriate time, and have some fun doing it!
Expanding the Concept
This sort of program could easily be extended to HOSTING events and quests on other shards, as
well as facilitating them. For now, I am focusing on the enabling aspect, as I feel it would be an
easier "Stage 1" operation, but it is entirely likely that we might push the extent of our focus to
actively running our own quest & story lines. We'll see what the future holds.
- Return to the Selected Section In-Game Meta Communities | Community Section | Table of Contents | Appendix Contents
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LS Dueling Society
Introduction
LSDS will attempt to re-establish a strong and dedicated PvP community on Lake Superior, by
providing a fun and easily managed group for dueling purposes.
LSDS is not a guild, but rather a meta-guild community that allows anyone from any guild to
become an active member. A group of Duelers will be recruited as Duel Masters, their only purpose
to watch and record Duels performed by members of LSDS and record their standings on a global
ladder. As members win Duels, they gain points. As they gain points, they raise on the ladder. Once
a month, the top 8 contenders on the Ladder will be invited to meet and perform at a public "High
Tournament" against each other, where increased points will be given for winning, as well as other
prizes.
The end effect should be a fun constant activity where Duelers can challenge other members
privately, and under the observation of a Duel Master, strut their stuff. Duel Rankings will be listed
both on the Global Ranking list, as well as on their UOLS board profile, so other Duelers can always
see their standing within LSDS. The High Tournament will give them a chance to show off in public,
for greater rewards.
Rules & Procedures
Duels can be run anywhere, and on any facet, though Red Duelists will have problems with some
events. Most DMs will have preferred places to host impromptu Duels. We understand that with the
advent of AoS Player vs. Player combat has become a LOT more item centered. It is not our purpose
to simply let the player with the biggest bank roll to dominate, yet we do not wish to exclude ANY
type of PvP combatant, so our Rules & Procedures for dueling allow two specific modes of combat:
controlled and open combat.
Controlled Combat
This combat is centered on the thought that skill and expert manipulation of your player archetype
is more important then gear. Duelers are limited by the following rules in Controlled Combat:
Only the Duelers can participate. Any outside help of any sort will result in the cancellation of the
fight, and no points being awarded.
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Duelers may ONLY use GM crafted armor and weaponry. No runic/magical items.
No robes (we have to see what you are wearing).
Jewelry is allowed.
All spells are allowed.
The use of poison and all other potions is allowed.
All summonings are allowed.
All transformations are allowed.
Only horses, llamas, and ethereal mounts are allowed.
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
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Hiding & Stealth is allowed.
Looting of no sort is permitted. Looting another Dueler's corpse is grounds for immediate
termination from LSDS.
Giving a murder count to another Dueler is grounds for immediate termination from LSDS.
Attacking a Duel Master (when not in a ranking duel with them) is grounds for immediate
termination from LSDS.
Winners of a LSDS Controlled Combat Duel receive 6 points.
Losers of a LSDS Controlled Combat Duel receive 2 points.
Open Combat
This is an anything goes, all out melee fest. However, since so much of Open Combat is determined
by gear/pets, less points are awarded for winning/losing. Duelers in Open combat can use any
weapon/tactic/whatever, as long as it follows within the following rules:
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Only the Duelers can participate. Any outside help of any sort will result in a cancellation of
the fight, and no points being awarded.
Any weapons (including magical/runic/artifact!), armor, jewelry, and any other equipment,
is allowed.
All spells are allowed
The use of poison and all other potions is allowed.
All summonings are allowed.
All transformations are allowed.
ALL mounts and pets are allowed (this means tamers CAN compete in Open Combat
duels).
Hiding and Stealth is allowed.
Looting of no sort is permitted. Looting another Dueler's corpse is grounds for immediate
termination from LSDS.
Giving a murder count to another Dueler is grounds for immediate termination from LSDS.
Attacking a Duel Master (when not in a ranking duel with them) is grounds for immediate
termination from LSDS.
Winners of a LSDS Open Combat Duel receive 3 points.
Losers of a LSDS Open Combat Duel receive 1 point.
Duelers must agree on whether a ranking fight is Open or Controlled BEFORE the Duel
begins, so that the DM can ascertain they are not wearing illegal armor or weaponry.
Duel Masters
Duel Masters are referees and observers, nothing more. Their purpose is to watch duels and report
the standings of individual members, making sure that the proper points for each fight are
distributed. They must be easily contacted, and ready to run fights at various locales.
Rules for Duel Masters:
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DMs may compete in LSDS, but may NOT be DMs of their own fights. Another DM must
bear witness to any ranking fight and record for them.
DMs may invalidate any fight if there was outside interference of any sort. Outside
interference includes, but is not limited to: other Duelers, monsters, pets, blue healers etc.
In all cases, the Duel Master has the final word in this issue.
DMs may call the cessation of a fight at any time.
DMs must come to an agreement before both of the Duelers on the terms of the fight (Open
or Controlled), and subsequently what points the fight is worth. See more on this in "Rule &
Procedures".
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
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DMs are held to greater standards then other duelers. Any cry of cheating, foul play, or
rigging the results of a fight will result in the immediate suspension of that DM pending
further investigation.
Ranking fights can occur anywhere a DM is, provided the DM is notified of the intent of the
fight and checked over the gear before hand. This includes public PvP nights of another
sort, random meetings, whatever.
DM Procedures for a Duel:
1.
2.
3.
4.
5.
6.
DM is contacted to observe a ranking fight, and arranges to meet the fighters at a location
of his choice, possibly arranging travel to an unknown location (to the Duelers) to minimize
the possibility of ganking.
DM asks if the fight will be Open or Controlled (see more on this in Rules & Procedures).
DM verifies the equipment on both Duelers if it is controlled.
Both Duelers flag on the DM, and begin the fight at the DMs call (the drop of a wall of stone
or similar effect).
DM observes the fight, and the winner, and resurrects as needed.
DM logs onto UOLS, and adds points to each player accordingly... which will automatically
update their standing on the LSDS Ladder, as well as adjust their personal account totals.
Implementation for Normal Duels:
Once a fight has been arranged, everyone meets and the DM makes sure they agree on terms (Open
or Controlled). The DM verifies he has the correct usernames for both opponents (on UOLS), and
they begin their fight. The DM records the points for winner & loser on a special points recording
page he has access to, and everything is adjusted accordingly (and automatically).
Implementation for High Tournaments:
High Tournaments are BY DEFAULT Controlled fights. A specific tournament can be run as Open
Combat, but only if it is publicized as such before hand, and all fighters are notified of such.
Approximately 3 - 5 days before the tournament, the top 8 rankers on the LSDS ladder will be
invited to perform at the Tournament, which they may decline if they so choose. Since the High
Tournament will be held at various places on all facets, it will require the Duelers to temporarily
join the LSDS stone for that event. High Tournaments will be held only once a month.
High Tournaments will have two phases, the Tournament itself and a "Grand Melee". The High
Tournament will be run as a single elimination contest, with winners in each duel progressing
through 3 rounds until a "Tournament Champion" is found. The winner will be declared
"Tournament Champion", and their UOLS forum title adjusted for that month.
Points will be awarded as follows:
 Participating in the Tournament: 5 points
 4th place: 5 points
 3rd place: 7 points
 2nd place: 10 points
 1st place: 15 points
Furthermore, at the end of the Tournament, there will be a "Grand Melee". The "Grand Melee" is
open to ALL Duelists in attendance who took the time to add themselves to the LSDS stone (for the
event only), and will basically be a free for all till the last man standing. Open & Controlled rules
still apply, but otherwise the Duelists are free to create alliances, break alliances, and do whatever it
takes to come out standing on top. The winner will be declared "Melee Champion", and their UOLS
forum title adjusted for that month.
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Points will be awarded as follows:
 Participating in the Grand Melee: 2 points
 Winning the Grand Melee: 15 points
Red Duelists
Red Duelists, while welcome to participate in our ladder and ranking system, will sometimes be
overlooked for Tournaments when they are held in Trammel or Malas. This is an unavoidable
aspect of UO's game mechanics, and while we will do our best to make sure that some tournaments
will be held in Fel, it will not always be possible.
- Return to the Selected Section In-Game Meta Communities | Community Section | Table of Contents | Appendix Contents
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The Future of MMOGs... what's next?
As an avid gamer and fan site reporter in the MMOG industry, I made my way to the 2002 E3
Convention to check out the next generation of MMOGs for myself... and I must admit, I was pretty
disappointed. Now that is not to say that the new MMOGs aren't beautiful, the advancements in
graphic and online bandwidth have allowed Developers to create richer and more beautiful worlds
with a striking level of detail... but there was something most definitely lacking. I couldn't quite
place my finger on it until Joshua Rowan (of UO Stratics) said something along lines of "there are
lots of evolutionary things here, but nothing really revolutionary."
Bam. Nailed on the head.
Basically, it seems that MMOGs are simply treading water with the current "mind set" behind
MMOG development. Sure, some have bells and whistles that others do not, but there has been
nothing that has truly pushed the envelope of what a MMOG is for some time. So I sat down and
began to think, what IS the future of MMOGs? Once we have reached the level where unique
character customization and development has hit as close to perfect as the industry can achieve
(which I believe is very close) where will we go from there?
People play MMOGs in particular for one main reason... to interact with other people. Of course, the
guiding motivations of these players is quite diverse, ranging from competitive sport, socialization,
a feeling of belonging, and even malicious intent behind an anonymous mask! Yet the one unique
bond that encompasses all players, be they PvPers or RPers, Socializers or Explorers, is the fact that
they have chosen to do so in a world where dynamic content is created via the very foundation of
the players themselves. Therefore, once players have achieved the ability to customize their
characters to their heart's content, does it not hold that they will seek to then personalize the world
around them?
We see this, to a degree, in current MMOGs. Quests, scenarios, plot lines... all attempts by the
developer houses to involve the players in the interactions that define those worlds. Yet they are
curtailed by their need to retain consistency within their world's history, fiction, development, and
background, ultimately resulting in interactions that always leave the players thirsting for more. So
where is the answer to this dilemma? Let's take a look at some of the existing gaming genres that
offer the ability for players to modify the very worlds they interact in:
FPS Mods
In the First Person Shooter genre, player crafted mods are a valuable asset. They allow players with
the skill, motivation, and creativity to expand the boundaries of what players can interact with. In
many games, player expansions have been so successful that they have spawned their own minigames within the greater rule-set. Even though the underlying structure of the game remains
consistent, the actual graphics, items, characters and even game-play can vary drastically. This
depth of creative customization has given the genre the ability to grow beyond the industry's
budget-based barriers, with the players themselves pushing the envelope on drafting new ways to
play, and new ideas that are implemented along their own schedule, without the restraints of a
development house's priorities and schedules.
CRPG Mods
Computer based Role Playing Games have jumped on the mod wagon as well, with titles such as
Neverwinter Nights, Dungeon Siege, and Morrowind all allowing players to build the world around
them, and share it with others. In many ways, this is a foretelling of what I believe the future of
MMOGs holds. The basic principle upon which these games are built relies on players to craft new
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content to keep them interesting and dynamic. In fact, one of the NWN developers even stated in a
recent press release that they fully expect the players to build better adventures then the ones they
have included within the game's original content. This genre, with the unique ability to not only
create new superficial content, but actual stories, holds the most promise for what I believe MMOGs
could grow to achieve.
RTS Mods
Some Real Time Strategy games also allow the ability for players to craft their own modules, thus
providing new experiences for them to conquer and dominate in. New units, geographical land
masses, fortifications... they all add to help create a more compelling world that changes at the
needs and potential of the players who invest in them.
All of these genres began as static as the MMOG world is currently. They crafted games with frozen
content, and to expand their worlds a new title was released. Yet there was no true continuity, a
hallmark of the MMOG genre, allowing players to grow and expand WITH those new modules by
retaining their existing characters/armies/etc. I remember the old TSR/SSI boxed set of AD&D
CRPGs, which was one of the first games that allowed players to move their characters from game to
game... growing as the story line progressed through multiple titles. It was only logical that this step
would lead to the creation of tools where players could not only keep their characters alive, but
create the worlds in which they adventure. I believe the next step of MMOGs follows this same
pattern, by allowing players to build and create pieces of the worlds around them, and SHARE them
with others within the Massive Multi player environment.
Of course, this path does have its pitfalls. As I mentioned previously, MMOGs do have a vested
interest in keeping control of the fiction their world creates. If players decide to warp and influence
the world, say by creating a "Star Wars Rebellion Facility" within a Fantasy genre game world, then
of course it will dilute the effective influence of that world fiction. Yet these are not insurmountable
goals... they simply require the forethought to create these "World Building Tools" with these issues
in mind. The easiest path to this goal, in my opinion, is to keep each player created world-set local
only to the communities that build them. Let me give an example of how I see the interface being
used, in generic terms that should apply to any game.
Scenario Example
A guild in a MMOG decides they wish to host a quest/event. Their guild leader activates a feature on
whatever his guild interface is to "buy" a scenario section for 10 days. Now "buy" is a loose term,
and could be either for real cash (with the cost added to his account subscription for that month) or
in game assets, as a permanent gold sink. Once he has purchased the account, he sets who has the
ability to influence this scenario setting, choosing from his existing guild-mates. The Editor's
accounts/characters are then flagged and are allowed to enter and modify the scenario setting via
their guild interface (be it a guild stone, command, or whatever.)
The scenario setting is located on a separate server from the normal game, and is inaccessible by
normal means. All players flagged as Editors enter the setting area (via guild menu or command) in
Edit mode, with functions equal to what the Dungeon Siege and NWN: Aurora editor tools offer for
customizing the area and creating specialized items/NPCs. The main key here is to allow a huge
selection of options, but to keep them limited to the genre upon which the game is based. The full
capabilities of each scenario setting are dependent on what "level" of service was originally
purchased by the leader of the guild, thus allowing communities to create everything from
specialized one evening encounters to month long quests. Once there, they "build" the world, or
choose from pre-existing sets, placing monsters and NPCs for their community to interact with, as
well as setting out items and unique points of interest throughout the scenario setting.
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After building the setting and populating it, the Editors activate a feature allowing them to set
"portals" into the world. Then they re-enter into the normal game world and place the opposite side
of those portals in various areas throughout the world. These portals are clearly visible to everyone
in their community/guild, but completely invisible and undetectable by anyone else. From the point
when these items are placed, they can be toggled on or off by any Editor, allowing passage for
regular (non-Editors) within their community to participate within the worlds that they have
created. When the term purchased by the guild leader expires, an option to save or extend the
setting will be displayed the next time they log in... again, with additional fees attached.
This model allows the creation of new content within a local setting, but even more importantly, it is
a self-policing model. Giving players the ability to create monsters could very easily lead into a
situation where a player with less then honorable intentions creates death traps. However, by
making these features limited to only the communities that build them, you prevent that abuse from
becoming an issue. A guild that had a player who built such death traps would quickly either lose its
members, or get rid of the offending player. Thus, the potential for exploit is removed by making
each community responsible to themselves for the content they have built. Even more importantly,
it shares the responsibility of keeping players entertained with the players, not just the developers,
thus providing a more satisfying experience simply by the selfish nature of the players involved. If
they want the content, they can build it... or they can join a guild that builds it for them.
This does somewhat limit the ability for new players to get involved in community based
quests/adventures/hunts, but this is not necessarily a bad thing. Promotion and encouragement of
group related activity via this sort of method is prime example of how MMOGs can stimulate
community interactions and promote additional methods for their expansion. I would fully expect
numerous meta-communities to develop specifically for special event creation.
This is, of course, just one example of how such a setting could be created, yet with it one of the
most daunting limitations of MMOGs are surpassed, and the creative freedom of its players are set
loose to truly build. By limiting their influence to local communities they not only prevent mass
dilution of the game world's fictional content, but they also reinforce the draw of creative
communities to attract and keep player members interested and excited in their game... and thus,
the subscriptions that keep a MMOG running. The specifics on how this is integrated into a game
system are really immaterial, as long as it retains culpability via local community development.
Ideally, I would love to see the ability for cross community alliances to even allow
guilds/communities to "share" quests with each other. Particularly exceptional player modules
could even be submitted to the game developers and incorporated into the Editor tools as one of the
options, thus allowing players to help in the growth of the game world, as well as have an influence
that could truly make their efforts immortal. The possibilities are truly endless.
Of course, there are other revolutions that are on the crest for tomorrow's MMOGs as well.
Everquest Legends broke one of the first barriers in creating a personalized "character" web site for
each of their members, with customizable content allowing them to show their equipment, stats,
and locations. But I believe the next generation of MMOGs will take this one step further, by
allowing communities to create "fill in the blank" web sites for their guilds and towns, with
integrated news syndicates run by the developers themselves to make certain that new information
regarding the game is published universally. Furthermore, a locally integrated communications
network could very easily allow the creation of meta-communities for all the guilds on one server,
categorizing them together with common resources and contact methods, and thus enforcing the
community wide network not only via local communities, but on a more universal level.
Basically, it all boils down to community. The current MMOG industry stresses individualized
creativity in their gaming worlds, but has not yet seen the greater light of enhanced community
interaction, and even more importantly, community world development. Players do not only wish
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to just "live the life" of their characters, they want to be the heroes of the lands. They want to tell
their stories, and see the visible affect those stories have on the world around them. The 4th
generation of MMOGs, if they truly wish to be the revolutionary advance that Joshua and I were
speaking of, will embrace this concept and bring it to life. And I, for one, will be there creating away.
One of the responses on the MUD-Dev list from Raph Koster (original Lead Designer of
UO):
This was the topic of a panel at GDC this year. My answers were:
no, the next batch of games will not be revolutionary
yes, the next revolution will likely be user content
and it's probably five years away, really
(Gordon Walton of EA replied with, "stop depressing me and everyone here!")
I should note, it has been about 5 years since I wrote this. hah.
- Return to the Selected Section Essays on Development | Development Section | Table of Contents | Appendix Contents
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RPing, MMORPGs, and my view of their Evolution
NOTE: This is a letter I posted on another MMORPG forum, that I thought directly applied to UO
as well. I attempted to clean it up to remove any references to the original thread it was crafted
for, but I might have missed something. It's late, I'm tired. *grins*
Let's set a foundation on exactly what I am attempting to discuss regarding Role-playing in
MMORPGs:
1. What are the different types of Role-playing currently embraced in MMORPGs?
2. How can we bring new types of Role-playing to the MMORPG genre?
3. How can we encourage Role-playing in such a fashion that it does not lead to abuse?
So let us take these in order.
1. What are the different types of Role-playing currently embraced in
MMORPGs?
We see three types of Role-playing in widespread use in the MMORPG genre (in my opinion).
A. Personal Role-playing - The development and personalization of one's character.
B. World Set Role-playing - The interactions and growth of a character as it relates to
world level events/scenarios, generally administered directly by the Development Team.
C. Group Role-playing - The evolution of a character within a closed community, be it a
guild/fellowship/party or some other mechanism.
Now all three of these interlap, but I think it is important to take a look at how the current
MMORPG Development Community allocates resources for each of them, and thus give us a better
idea of both what they consider priorities, and where there failings are.
In almost every case, HEAVY personalization of one's avatar/character is stressed as one of the
major selling advantages in this genre. This is only logical, as we don't like playing clones of each
other, and most players have an innate desire to be unique. But this is literally skin deep... apart
from clothing/equipment/facial sets, all we are really seeing is masked polygons. So do MMORPG
developers give us advanced customization beyond the superficial? Yes, to a degree, in the
archetypes, skills, or professions we choose. Some MMORPGs allow even greater expansion on this
model, by allowing you to "freeform" the design of your skill sets, literally creating your own,
specialized archetype.
Of course, this still leaves it up to the character to define their background history and other
intangibles, but this is something that I believe SHOULD be in the player's hand, so that is not
necessarily a bad thing. Could it be done better? Of course, but I think Development Houses are
already quite aware of the importance of this category and allocate considerable development time
to it's growth. One tangible aspect I would like to see developed more in MMORPGs is to make a
character's background history a more integral aspect of their "persona". In Dark Age of Camelot
and ShadowBane (and to a limited extent, the upcoming release of Star War's Galaxies), your race
and starting "kingdoms" have a very obvious effect on how you play the game. In some places, you
are shunned, in some hunted, and in others welcome. This is a very deep and immersive aspect of
their world sets, creating an identity bond between the player's character and other character's of
similar type, and that is something I would like to see explored more beyond the "race" issue.
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Why not have starting towns for all players? Places they call home where the NACs/NPCs recognize
them by name, give them discounts... and even perhaps offer specialized content/quests for their
"home town heroes". Why expend the effort for this? To bring people BACK to specialized places...
let them literally set roots within the township and let those static, empty NPCs and buildings take
on a community meeting area for players who have a similar background. If you encourage players
to continually return to these places, it is bound that they will meet up with others and form bonds
of friendship/community/fellowships that further emphasize on the GEOGRAPHICAL home base
they chose when they created their character.
On the other hand, I think it would be even better if you could literally move. Are you spending all
your time in new city ____? Then after X amount of time the NPCs in that city begin treating you as
one of their own... and when you return to your old city, you get the "where have you been?" script
set.
But beyond even this level of immersing your players into the geography of your world, I think it is
important to reward and encourage the development of their own communities with similar
systems... but I will cover that in point C "Group Role-playing".
The next category of currently embraced Role-playing is "world set", or ongoing world wide fiction
run and maintained by the Development Team. This is the Fiction that EVERYONE wants to be a
part of, but only a small portion generally feel they did much of account with. It is notoriously costly
in both manpower and development time, and despite all the effort expended there is always a
portion of the player base that ends up crying foul.. "What? When did that happen?!? No fair, I want
to save the world!"
In this scenario, I believe that the consolidated efforts of the MMORPG Development Community
have striven long and hard to find some balance. We have AC & AC2 epic story lines, utilizing
various levels of rather static quests and interactive Epic RP. We have Ultima Online's extinct Seer
system, and currently on hiatus Scenario Team, attempting to add interactive content and "quests"
to satisfy the player need for entertainment. DAoC, E&B, the list goes on and on with different
ideas, and generally... lackluster results.
The simple truth is, massive games do not lend themselves to massive quests/fiction. Now I DO
think that these are valuable additions to the community, and by all means PLEASE keep using
them to explain new introductions of classes/skills/land masses/whatever. They are a needed
aspect of developing the fictional consistency of the world, and setting the "stage" for all sorts of
things. But from a pure entertainment view, in attempting to directly touch as many players as
possible and let THEM feel like the heroes/villains, they fall significantly short of the mark. There
simply isn't a way for a handful of developers to offer true dynamic content to ten's of thousands of
players on a regular basis. It isn't economically or statistically feasible, or if it is, it is beyond my
humble imagination (though please enlighten me!)
And that brings us to type 3 of the currently enabled MMORPG Role-playing choices. Group Roleplaying. This is the RP guilds/communities, be they an Elven Town amidst the woods or a Vampire
Conclave deep in the Crypts. Here, this is where things start to get really interesting. This is where
epic quests where the players have a chance to MATTER become a reality, where battles are about
saving your town, not trying to find the next uber-l33t quest item.
And yet for all the potential this category holds, it is the LEAST enabled of them all. Sure, players
can generally participate in battles amongst each other, so combat merit and duress is always an
option. But how many of you remember the wonder you felt in pen and paper games as the
Dungeon Master revealed a new type of monster? Or item? Or a spooky
city/castle/dungeons/whatever? This is the category that holds the greatest potential in the
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MMORPG genre, though it is yet untapped. This is the genre where players grow from simply living
a story, to TELLING one.
Games like NWN have begun to expand on this with remarkable success, and I think it is no
coincidence that a significant percentage of MMORPG RPers play NWN regularly. In that world,
they ARE enabled to create the stories they are dying to tell, and the result is hundred's of
thousands of modules.... each of them with their own entertainment potential. But NWN lacks one
thing which MMORPGs have in spades... a massive populace of players.
Let's move on to the other two "important questions" I mentioned.
2. How can we bring new types of Role-playing to the MMORPG genre?
The key, in my opinion, is not allowing players to "rate" Role-playing merit, but rather in building
systems that ENCOURAGE Role-playing. The ability for players to create quests, program NPCs,
develop and own townships, be creative in new and fabulous ways with the way they decorate the
houses/characters... all of these lead to MORE Role-playing by building systems that promote it for
it's own sake. Let's look at the dinosaur of MMORPGs, Ultima Online. I have been playing UO non
stop for almost 6 years now, and in all that time I would say there is only ONE thing still holding the
doors open. COMMUNITY. Now most MMORPGs have some form of guild/fellowship option, but
UO has one aspect that most other's do not... houses. Lots of houses, and most everyone has one.
Sure, other MMORPGs have added housing as an option as well, but never with variety and
customization offered by UO (which is ironic, really.. I've never quite figured that one out), though
SWG is moving towards the same model (understandable, really, since Raph Koster, the current
Producer for SWG, had the vision that brought it all together for UO in the first place). In UO, when
you walk into your "guilds" house, you can usually tell by the decorations and choices of layout
exactly what sort of guild they are. With the new customizable housing recently released in the UO
Age of Shadows expansion, that capability has increased ten fold. In one of the communities I am
involved with, an Elven town, it is impossible to look at the area and not see the "theme"... the overwhelming stamp of community ownership and influence. And that, my friends, is what we call
MMORPG immortality, which is something most guilds strive for in one way or another.
But beyond that, we need to encourage new systems to allow players to TELL their stories, as I
mentioned in my quoted article. We need to encourage players to be Dungeon Master's again, and
in doing so entertain their communities without continual effort expended by the Development
Houses in the name of "entertaining the masses". And in so doing, it would open the door to an
entirely new pursuit of community level game play, thus further adding to both subscriptions AND
building their longevity as new content is continually introduced... by their own guild mates.
Basically, I want to see tools put into place that allow players to BE better Role-players.
OK, on to my last question.
3. How can we encourage Role-playing in such a fashion that it does not
lead to abuse?
This is, in my opinion, one of the paranoid dead horses of the MMORPG Development Community.
From my experience, Role-players tend to... eventually... find each other. And when one of them
turns out to be a griefer, the action is swift and deadly. Simply put, craft your "Role-playing Tools"
to be attached at the hip to each community using them, and THEY will police THEMSELVES. If a
guild pops up that is being abusive, they will be ostracized by the rest of the RP Communities. I have
seen it happen dozens of times, and likely will see hundred more.
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Now this does rely on the assumption that those tools added to encourage Role-playing are centered
on community level interactions. There are some who prefer to RP loners... but generally even they
seem to hover around the edges of OTHER communities. Lets face it, RPing by yourself is just
writing a story, and if we wanted to do that we would be playing a Single player game, not a
MMORPG.
In other words, don't worry about it. The players will handle it themselves, IF you build the tools
that keep such content on a community level.
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Monster Deeds
Everyone has always wanted to play a monster, or use one for a quest. Well what if you could? Even
if just limited to be able to negatively affect your guild, can you imagine the level of fun it would
inspire? Take a look at my proposal and tell me what you think:
Specifications:
1.
Monster deeds can only be purchased by a guild master, from the guild stone menu.
a. A new option will be placed in the GM menu, "Purchase Monster Deed"
b. Using this option will bring up a new menu, with 4 main options: Lesser, Standard,
Greater and Exceptional.
2. Click on each of these will bring up a sub menu with the following monster types:
a. Monster Types: Lesser - Cost: 10k
i. Orc
ii. Lizard Man
iii. Rat Man
iv. Brigand
v. Shade
vi. Wraith
vii. Ghost
viii. Zombie
ix. Savage
x. Mongbat Camp (5 Mongbats, 1 mongbat)
xi. Headless Camp (5 Headless, 1 headless)
b. Monster Types: Standard - Cost: 25k
i. Evil mage
ii. Orc Mage
iii. Elemental
iv. Gargoyle
v. Liche
vi. Troll
vii. Terethan Warrior
viii. Ophidian Warrior
ix. Savage Shaman
x. Orc Camp: Lesser (4 - 6 Orcs, 1 Orc Lord)
xi. Savage Camp: Lesser (4 - 6 Savages, 1 Savage Warrior)
xii. Lizard Man Camp: Lesser (4 - 6 Lizard Men, 1 Lizard Shaman)
xiii. Rat Man Camp: Lesser (4 - 6 Rat Men, 1 Rat Archer)
xiv. Brigand Camp: Lesser (4 - 6 Brigands, 1 Brigand)
c. Monster Types: Greater - Cost: 50k
i. Drake
ii. Wyvern
iii. Titan
iv. Terethan Avenger
v. Terethan Camp: Lesser (4 - 6 Terethan Warriors, 1 Greater Terethan Warrior)
vi. Ophidian Avenger
vii. Ophidian Camp: Lesser (4 - 6 Ophidian Warriors, 1 Ophidian Warrior)
viii. Archmage
ix. Liche Camp: Lesser (3 - 5 Liche, 1 Liche)
x. Evil Mage Camp: Lesser (4 - 6 Evil mages, 1 Evil Mage)
xi. Orc Camp: Greater (4 - 6 Orcs, 2 Orc Lords, 1 Orc Mage)
xii. Savage Camp: Greater (4 - 6 Savages, 2 Savage Warriors, 1 Savage Shaman)
xiii. Lizard Man Camp: Greater (8 - 10 Lizard Men, 1 Lizard Men Shaman)
xiv. Rat Man Camp: Greater (4 - 6 Rat Men, 2 Rat Archers, 1 Rat Mage)
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3.
4.
5.
6.
7.
8.
9.
10.
11.
xv. Brigand Camp: Greater (8 - 10 Brigands, 1Evil Mage)
d. Monster Types: Exceptional - Cost: 100k
i. Balron
ii. Dragon
iii. Liche Lord
iv. Kraken
v. Drake Camp: Lesser (4 - 6 Drakes, 1 Drake)
vi. Wyvern Camp: Lesser (4 - 6 Wyverns. 1 Wyvern)
vii. Titan Camp: Lesser (4 - 6 Titans, 1 Titan)
viii. Evil Mage Camp: Greater (6 - 8 Evil mages, 2 archmages, 1 Greater Deamon)
ix. Orc Camp: Swarm (12 - 16 Orcs, 6 Orc Lords, 4 Orc Mages, 1 Orc Captain)
x. Savage Camp: Swarm (12 -16 Savages, 2 Savage Warriors, 4 Savage Shaman, 1
Greater Savage Shaman)
xi. Lizard Man Camp: Swarm (16 - 20 Lizard Men, 6 Lizard Men Shaman, 1 Greater
Lizard Man Shaman)
xii. Rat Man Camp: Swarm (12 -16 Rat Men, 6 Rat Archers, 4 Rat Mage, 1 Rat Mage)
xiii. Brigand Camp: Swarm (12 - 16 Brigands, 6 Evil Mages, 2 Archmages, 1 Archmage)
Deed reads as "a deed for a Monster: type", where type is the Monster choice.
Monster deeds can be kept indefinitely until used.
Multiple Monster Deeds can be used at once, but then each monster leader will speak when the '
command is used.
Monster deeds appear as red hued money check.
Only the GM of the Guild that purchased the deed can use a Monster deed.
GM's are able, by using the ' command, to speak from the bolded monster leader. For example,
if a GM were to type 'Beware the black portal, the Monster would appear to have spoken the
words. Messages used in such manner are identical to group messages in that it cannot be seen
originating from the GM sender.
A GM can toggle the NPC monster's reactions between aggressive and non-aggressive by using
the following keywords. All keywords are invisible to players, and use the monster leader '
command first.
a. ‘ Name attack: The NPC's will insta-target the closest hostile player in range
b. ‘ Name peace: The NPC's will only respond defensively, and do not attack.
c. ‘ Name retreat: The NPC's will flee in a random direction, attacking only when
cornered.
j. All Monsters created via a Monster deed are considered guilded to the guild who purchased
them. They cannot attack anyone who is not green (guilded) or orange (guild enemy). Thus,
they CAN be used in both Trammel and Felucca, but can only affect the guild they were created
for.
Monster contracts can be used anywhere outside town limits.
a. A mount can be transferred to a monster leader if they are humanoid (Savages,
Brigands, & Mages), but they will not feed or do any upkeep on the mount after it is
given. Mercenaries automatically mount any steed transferred to them and stay
mounted until unhorsed or the steed goes wild.
With these deeds, it opens the door to a host of functionality. Guilds can make special "Guild
Hunts" and use the leader speaking commands to create interactive quests and story lines.
Roleplayers can use singled monster deeds to create speaking roles for Monsters, effectively
allowing them to play a liche, deamon, or creature like a puppet (though they could only harm those
in the same guild).
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Unique Item Names
Here is a quick and easy proposal, specifically oriented on crafters, but with fun possibilities for all
playing styles (though not much practical use for PvP). Currently, every item in the game is pretty
much identical, in name, to every other item. I suggest allowing GM Crafters to have a bit more fun
with the system, at the same time adding in a nice little gold sink. The basic premise is built on the
fact that MOST players would like to have their own "a evil viking sword of darkness" or "a mystical
shield of light", or some such. Here is a way that OSI could implement such a feature, and still
retain creative control to prevent abuses.
Implementation
An "item name change" deed. These deeds are sold at professional NPCs of all types, and cost
10,000 gold. They allow the addition of special name change features to be added to existing items
by GM crafter's for one item per deed.
Use
When a crafter uses an "item name change" deed a targeting cursor appears, allowing the crafter to
choose any item they can create (that they are GM in). After selecting the item, a gump appears with
the following:
Customize this Item
Select Prefix - ||drop down menu||
Name of Item - Fixed and Unchangeable
Select Suffix - ||drop down menu||
OK || Cancel
Hitting OK will cause a new gump to appear:
Confirm Selection
You have chosen to rename this item:
(Prefix) Item Name (Suffix)
Is this correct?
OK || Cancel
Choosing cancel, anywhere during the process, will close the gump and return the deed to the
crafter. Choosing OK on both screens will rename the item.
End Result
This would allow crafter to create unique items with special names... old "tags" would still be
attached, so "Crafted by (player's name)" would still appear below the item, but now it would sport
a brand new name for just that item. For example, lets say someone has a weapon constructed with
a shadow runic hammer, by a GM smith by the name of "Valtos", and chooses the "sorcerous" prefix
and the "of darkness" suffix, the new weapon would read as:
a sorcerous katana of darkness
Crafted by Valtos
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A crafter could choose to keep the exceptional title, if they desired, by selecting that as the Prefix for
the item. Let's look at another example, this one from a GM tinker by the name of "Lady Caramilla",
on a valorite star sapphire necklace (jeweled), with the "ornate" prefix and the "of roses" suffix:
an ornate star sapphire necklace of roses
And of course the possibilities are endless. All OSI would need to do is create a list of Suffix and
Prefix's that fit into their "acceptable" range, and then create gold sink item to actually implement
in the name changes.
Here are a few of my own suggestions:
Prefix:
sorcerous || mystical || magical || virtuous || powerful || evil || good || tainted || burnt || ornate ||
beautiful || hideous || ugly || beneficial || and so on...
Suffix:
of the damned || of the forsaken || of the forgotten || of the blessed || of the abyss || of evil || of
darkness || of damnation || of death || of sin || of power || of benevolence || of virtue || of Middle
Earth || of (insert name of all towns) || of (insert name of all dungeons) || of Sauron || and so on...
Think about, you could rename a set of deamon bone armor to:
a mystical deamon bone helmet of the forsaken
or WHATEVER... the choice would be up to you. And that is really what it is all about, isn't it?
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Dynamic Spawns
What if monster spawns were truly dynamic, growing and expanding unless countered by the
militant or political might of the player population?
Basically, I would like to see the creation of "Mega Spawn Bases" through out the lands, each of
which is capable of hosting a Mega Boss. Mega Bosses are the top of the ladder for each monster
species, and should require at least 40+ plus players working together to defeat. With that Mega
Boss will be a host of Bosses, Mini Bosses, and regular monsters of that variety, making their
"camp" one of the most deadly adventuring environments in the lands. The makeup and graphical
representation of each Spawn will vary drastically, from underground caverns, keeps, fortress',
bunkers, flying citadels, towers, and more, but the mechanics of their expansion will all work
identically.
After one week of survival (without the Mega Boss being killed), the "Mega Spawn Point" will spawn
a handful of "Super Spawn Bases" in a radius surrounding it. Super Spawns will be based on their
Mega Spawn point, with similar architecture and monsters, but will instead be overseen by a "Boss",
requiring the coordination of roughly a dozen players to take down. If that "Boss" is left alive for a
week, then the "Super Spawn Bases" will create a handful of "Spawn Bases" in a radius around it.
The new "Spawn Bases" will have a Mini Boss as their leader, which should require half a dozen
players to defeat. If THAT Mini Boss is left alive, then a new radius of "Outpost Bases" will be
created, which have no leader. The only way to stop a cycle completely is to kill the Mega Boss,
which will halt all expansion efforts but will not destroy lesser bases that have already been created.
Furthermore, if a Mega Boss, Boss, or Mini Boss monster survives for one month, they upgrade to
the next level of power. For Mega Bosses, they grow even more fierce and powerful (though their
strongholds all remain the same). Leaving an enemy sleeping nearby can truly be dangerous!
The intent is to create an environment that embraces the wild nature and chaotic nature of a world
under siege. Forces are always on the move, attempting to conquer more and more territory. When
the radius of these Spawned Bases crosses over an established community, town, or player
settlement, the fun really begins. The monsters will begin "sieging" the establishments, plaguing
their day to day activities until the players (at the very least) kill off the Bases in their immediate
area. The only way to be truly free of them is to group together a small army and attack the
controlling Mega Boss leader, thus halting their advance.
This would also be an excellent place for in game events to cross over into a more localized
community. Official GMs or Customer Relations staff could step in when a community is close to
winning, or losing, in one of these grand battles. They could buff up the spawn, take control of the
boss monsters and RP with the players, and in general make the event something special that the
entire community will remember for years to come.
Now the idea could be taken even further. What if it was possible to establish new
communities/homes by carving them out of the wilderness? In other words, what if a group of
players were to usurp one of these spawn bases and take it over as their own? The size of a potential
establishment could be based on the size of the Spawn base. Obviously, Mega Spawn bases will
allow players to establish the largest of player strongholds, and after they have held it for a time,
even place medium sized and smaller dwellings in the area surrounding it. Super spawns will allow
a large stronghold, with a radius of smaller establishments. Spawns will allow a Medium sized
stronghold, and Outposts will allow only a single small residence.
Ownership of a building is based on the players who defeated it. Mega Boss and Super strongholds
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can ONLY be owned by a Community or Guild, so the game engine calculates which guild did the
most cumulative damage in defeating the Boss monster and awards ownership to that
establishment. Anyone in the leadership hierarchy for that community (see guilds below) can access
the Housing functions (see below). When a stronghold is taken over, it is in the form of the original
enemy base. Players can hire player crafters to alter aspects of the architectural layout, but it will be
prohibitively expensive in Dream Ether, thus giving communities yet another reason to band
together and adventure to further customize their realms.
Furthermore, we could apply the same expansionist mentality to the player communities as well.
After possessing the area for 1 month of RL time, what if the community was then able to develop
one new establishment in the area immediately surrounding them, and another with each
consecutive month. The size of these establishments would be based on the size of the stronghold,
and they would still require the communities to purchase the services (or have their own) crafters to
actually create the establishments. Who gets to own these establishments is determined by the
community/guild leaders who run the stronghold, and they can only select from people who are
actually members of the said community.
So what happens if a group of players defeat a spawn, but nobody wants to claim their base? After a
Mega Boss has been defeated, if the stronghold is NOT taken over by a player community, he will
re-spawn in the same area in approximately one month, starting the cycle all over again. Once a
stronghold has been taken over by players, it will no longer spawn a Boss Monster, though
neighboring spawns might siege it if they are close enough!
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PvP and UO
I would like to steal a few of your minutes to go over some of my concerns in AoS PvP. As I know,
you are all working on balancing out the situation for Publish 18, so I felt it would at least make ME
feel better to tell you of my concerns while you deal with the current situation. *grins* Quite a large
exodus of senior PvPers have been leaving Lake Superior, my main shard, and while Red vs. Blue
Yew Moongate fighting is still alive and well, I took it upon myself to interview about 20 of the
leaving players and find out what was making them leave, and what would bring them back. I also
interviewed several dozen current players, as well as participating myself, to get as firm a feel for the
pulse on what is developing in AoS PvP as possible, as well as what is unbalanced. This is the result
of my efforts, and I hope they are useful in your development plan. For organizational purposes, I
have divided this into sections, dealing with each specific area.
1. Magic Resistance
While I feel the need for MR in current PvP is still irreplaceable, a large percentage of PvPers feel
that this skill was nerfed with AoS. Considering it is by far the most difficult PvP skill to acquire,
they were quite annoyed at its seeming diminishment. The average PvPer has no desire to farm
magic items or hunt at all, and their inability to build high end resist suits without literally millions
in gold is a very serious hamper to their ability to continue playing. I read in the recent Ianstorm
chat of your current plan to allow Magic Resistance to set a minimum resist skill level, with the
figure given out at that time at 40 points at GM level. I did a bit of study with this, and I see some
potential problems, although I DO feel that this is most definitely the right track. Lets look at some
scenarios:
Dragon Scale Warrior Suit:
Non-Exceptional Black Dragon Scale Suit = 5 pieces with 65 total phy resist
Non-Exceptional Dull Copper Plate Gorget = 11 phy resist
Non-Exceptional Dull Copper Shield = 6 phy resist
Total Phy Resist = 82
Now take that suit, with 100 MR, and cast Magic Reflection. Suddenly the Warrior has resist scores
of 67/50/50/50/50. Here are more examples, with plate mail.
Plate Warrior Suit:
Dull Copper Plate Suit = 5 pieces at 55 total phy resist
Dull Copper Bascinet Helm = 13 phy resist
Dull Copper Shield = 6 phy resist
Total Phy Resist = 74 phy resist
With 100 MR, and Magic Reflection, that would give a resist suit of 59/50/50/50/50. Now the same
suit, assuming all pieces are exceptional with at least half their bonus in phy resist (+3%).
Exceptional Plate Warrior Suit:
Exceptional Dull Copper Plate Suit = 5 pieces at 60 total phy resist
Exceptional Dull Copper Bascinet Helm = 16 phy resist
Exceptional Dull Copper Shield = 9 phy resist
Total Phy Resist = 85
Again, with 100 MR, and Magic Reflection, giving a resist suit of 70/50/50/50/50.
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Now this is a GOOD thing, as it removes the need for magic item hunting to assemble a suit that will
allow a PvPer to competently compete in the AoS PvP environment. But lets take a look at the
closest comparable mage suit to see the problem:
Mage Suit:
Spined Leather Suit = 6 pieces with 42 total phy resist
Dull Copper Spell Channeling Shield = 7 physical resist
Total Phy Resist = 49
Thus allowing a 100 MR with Magic Reflection to have a suit at 34/50/50/50/50. Now lets assume
that the crafter ONLY took exceptional pieces with at least half the exceptional bonus in physical
(+3%):
Exceptional Mage Suit:
Spined Leather Suit = 6 pieces with 60 total phy resist
Dull Copper Spell Channeling Shield = 7 physical resist
Total Phy Resist = 67
Again, with 100 MR and Magic Reflection netting a resist suit of 52/50/50/50/50. I think you know
where I am going here, the new resist changes, as I understand them from the very little
information released so far, will unfairly weigh into the warriors armor aspects. They will be able to
build simple GM or even plain armor that nets them competitive armor resists, while mages will be
forced to still rely on magic item farming to be able to build comparable suits.
My suggestion would be to increase the physical protection offered by spined leather from 5 points
in physical, to 8. This would change the standard mage suit (non exceptional) to a total phy resist of
67, and the exceptional suit to a total resist of 85, allowing comparable suits to warriors at
52/50/50/50/50 and 70/50/50/50/50, respectively. Thus, the top end GM crafted mage and
warrior armors would be, generally speaking, comparable in the protection they offered for PvP
purposes... not to mention PvMing or anything else, although it would create a new demand for
spined leather. *grins* This would also balance out the benefit of your changes to Magic Resistance
for both warriors and mages equally, not giving any one template an unfair advantage in assembling
decent resist equipment.
2. Special Moves & New Weapons
I am sure this is already on your list, but double strike, especially with the double axe, is the new
gimp weapon of choice. It just does entirely too much damage. It seemed, from my tests and
interviews, that the second attack ALWAYS hit, doubling damage every single time. I would suggest
two things to balance out this situation.


Make the second attack have to roll to hit, just as the first. This would provide an element of
randomness AND defense into each potentially devastating attack. By the way the UO.com play
guide is written, this is what was supposed to have happened. But it isn't.
Set a maximum damage limit on every single weapon, to balance them out for devastating
single attacks. I would suggest 2.5 x unadjusted Maximum Damage, which would give a
maximum range of 23 (for a dagger) to 58 (for a halberd) thus removing the potential of the one
hit kill. Damage Modifiers would obviously still adjust the average damage done by a meleer,
and having full modifiers (STR, + Anatomy, + Tactics, + Lumberjacking, + Weapon: Damage
Increase, + Items: Damage Increase) would increase their overall damage potential greatly, but
they would not be able to kill in ONE hit, as they often do now. Double Axe strikes are
commonly seen at 80-100 pts of damage.
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
Also, there seems to be a problem with Lumberjacking not adding in its bonus with the double
strike. While this is a hardly a problem with the current out of proportion damage figures, if
they were moderated this should be fixed as well so that lumberjackers would see an increase in
average damage for their double stikes also.
Lances are a bit overpowered. With their ability to dismount PLUS damage potential, especially
with the best weapon skill, they are a favorite item of first attack. I am a bit at a loss as to how to
successfully balance this item, but I'll throw out a few thoughts.




Lances only dismount, and do zero damage.
Lances cannot have the use best weapon skill (if bows can't, to keep archery from being too
easily acquired, so to should lancing).
Using a lance slows the attacker's speed while mounted, and cannot even be used while on
foot.
Lances dismount % should be reduced.
3. Spell Damage
In the current PvP scenario, Spellcasters are severely hampered in their ability to drop any player
with high resists. Considering your current scenario in allowing Magic Resist to set a minimum
elemental resist skill, this issue takes even more importance then it does now. At 70 elemental
resist, I rarely take more then 20 points of damage from any one hit. Compared to the maximum
damage a melee attack can do against me (80-100+), again at 70 physical resist, this is grossly
unproportional. I would suggest the following to rectify this matter:


Decrease the resistance potential of 50-70 resist to allow spellcasters to at least come close to
30 points of damage, on the average, for offensive spells.
Increase the effectiveness of Spell Damage Increase Jewelry, in my opinion to 1-30%. Currently,
Spell Damage Increase items spawn with a minimum of 1% and a maximum of 12% in
effectiveness, thus meaning even the BEST Jewelry combination gives only +24% Spell Damage
Increase. Consider this when compared to warrior combat, where they have 1-25% Jewelry AND
1-50% Weapons, thus netting them a potential +100% in addition to their skill and STR
modifiers. It is no wonder that Warrior damage has far surpassed Spell damage for its "dump"
potential.
4. Necromancy & Chivalry
Currently, most players are at a loss as to what spells are affected by what resists. This is really for
everything, both regular mage spells as well as the new spells, but necromancy in particular is quite
confusing. I spoke with Sannio regarding this, and Kerowyn is looking into updating the playerguide
with all spells, and what they are resisted by (what element, etc). This is really an integral aspect of
developing proper PvP strategy, so it would help us players out quite a bit.
However, from what we do know, it seems like Necromancy powers are a bit stronger then they
should be. The gimp "combo" of choice these days is a Double Axe strike followed by Pain Spike,
which kills just about anybody. Pain Spike's MINIMUM of 30 points of damage, regardless of resist,
is a bit overpowered. I would suggest just dropping it to 20 points + (Spirit Speak - MR) / 10. The
low requirements in Pain Spike make it common for mages to take JUST enough Necro to utilize it
for the extra damage punch. Raising its skill requirement to a more substantial level would go a long
way to curing its unbalance as well.
Chivalry also has its unbalanced, as currently you can cast any area effect Chivalry spell
concurrently with any mage spell.
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5. Factions
Factions has a very nasty bug, though I am not sure how to create it. Right now there are quite a few
players riding bonded faction horses who are already dead. When killed, there is the bonded ghost
of the faction horse standing there. This in itself is bad, but even worse is the fact that these steeds
can be INSTANTLY remounted if their riders are dismounted by bola/lance/wand. Also, being able
to log out in any Faction Stronghold lets a thief log in and reset sigils while the rest are out there
fighting. That should be tweaked as well. Minax needs to have the holes fixed in its stronghold,
being able to gate blues in or run through a hole in the wall is a bit silly.
But regardless of bugs, the real problem is that there is no reason to fight in factions right now.
With Item insurance, Stat Blessed items are no longer a lure, and with Stat Loss still in place, there
is most definitely a drawback. There needs to be something to entice PvPers back into Faction play
beyond the current status rewards. I would suggest something along the following list:







Goal: Make being in a Faction a privilege PvPers want to do again, for their
own gain
Make Faction Vendors sell their wares ONLY to Faction members. This would not only stop
the flood of those players eBaying resources, but also allow Faction members a new strategy
in attacking Faction players who are there to purchase goods.
Add Leather and Necro Faction Vendors.
Have Faction Smiths/Tailors create armor/weapons with an additional bonus in their
resists/properties, thus funneling more people into joining factions to acquire better
weapons/armors. These items would, like all faction craftables, be unusable by non-Faction
players.
Goal: Add some special loot to Faction Playing.
Where most of Factions has always been about killing other players, not NPCs, there has
always been a part of PvM tagged in, be it in silver gathering or in Faction Guards. Give
Faction monsters an enhanced loot distribution, to further help the casual PvPer in their
accumulation of magical items particularly suited towards their trade. In fact, instead of
tying in quality loot on Faction monsters to luck, instead tie it into their Faction standing.
The higher ratings = a bonus proportional to higher luck in magical item's quantity and
quality.
Goal: Make being in Factions less annoying.
Allow pets to be ressable at any Healer Shop/Wandering Healer/Shrine. There are few
things more annoying then having a bonded horse you can't even res, because nobody
knows a Faction Tamer.
Dying to a Faction Monster in Trammel/Malas/Ilshenar will not put you into Stat Loss.
While in Trammel/Malas/Ilshenar (but only in Trammel/Malas/Ilshenar), Faction players
can be healed and ressed as per normal blues.
6. Current State of PvP
PvP is currently, at least on LS, revolving solely on the Yew Moongate in a Red vs. Blue conflict. The
under staffed Red's hide in their houses and launch attacks, and the Blues fight until they come
close to dying, and then run back into town. Guild wars are pretty much something only even
bothered with in Trammel and Malas, and Faction/Order/Chaos fighting is pretty much dead.
While there is nothing WRONG with Blue vs. Red fighting, it seems a shame that these other
systems are largely being ignored.
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Considering the new laws allow players to recall between facets, I don't particularly see why there is
any reason to keep Reds out of Fel towns now. Allowing them in without Guard attacks, and
applying the same rules to them that Blues deal with, where going criminal WILL provide a Guard
attack, would provide a needed balance to the current situation, and likely pull PvP out of the Yew
MG rut, as I call it. I still think Murderers should be ignored by NPCs, and unable to use NPC
shopkeepers or bankers, but otherwise allowing them full reign to chase down their prey seems only
fair.
On the other side, house hiding is still a pain in the arse. OSI has prevented players from being able
to "flee in the midst of battle" using spells, but not when using a house. With this one I am also at a
bit of a loss as to how correct the situation, but perhaps preventing players who are aggressor
flagged from entering a house would at least moderate the issue. It would allow fleeing victims to
seek safety, but not their aggressors, which does make sense.
While on aggressor flagging, death should end the flag. Being unable to even access a Moongate as a
ghost is a bit silly. The battle is over, you aren't really fleeing anymore. *chuckles‡
7. Guild Warfare
Even beyond the band aid of the Blue vs. Red issue, I feel that Guild battles need some overdue
attention. Specifically, Alliances. This is something that ALL PvPers, be they Trammy or Fel, have
been wanting for many years, and I have always wondered as to why it is so difficult to move into
place. Perhaps you can add some illumination in this matter? What exactly is the impediment
preventing Guild Alliances to simply view allied guilds as members of the same uber/meta guild? If
you WERE to implement it, I would love to see something along these lines:
Guildstone Option
War Guild
Target player
Ally Guild
Target player
Pop Up Gump (same for warring and allying)
Looting? yes/no
Blue Healing? yes/no
Stat Loss? yes/no
Scoring? yes/no
Capture the Flag? yes/no
Pop Up Gump for Capture the Flag
Target Flag Item
Receiving Guild master Pop Up
(when they touch their guild stone)
Accept War/Alliance? yes/no
-Conditions Looting Blue Healing
Stat Loss
Scoring
Capture the Flag
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Pop Up Gump for Capture the Flag
(receiving guild master)
Target Flag Item
Scoring is simple, let the uo.com guild page keep a record of players killed on each side of the
engagement. Instead of UO.com scoring "warring" guilds by how many guilds they are warred with,
it would instead use the kill ratios with a Faction like statistical page to show off their leetness.
Suddenly, warring another guild has meaning again.
Capture the Flag is simple as well, the "flag" item becomes something like a sigil, which cannot be
brought into a private house. All rules pertaining to carrying a sigil apply to carrying a flag. The goal
is simple, to capture the other guilds "flag" and return to your guild stone. Touching the guild stone
certifies as successfully retrieving the flag. This would give yet another active PvP pursuit to keep
everyone entertained.
As for the blue healing issue, I'd stop stressing on it and let the guilds themselves choose whether or
not to have it as an option. For some guilds, they will always select no, others will want the greater
freedom of selecting yes for Trammel/Malas situations... but either way you have empowered the
guilds to choose for themselves.
8. Order vs. Chaos
A possible alternative to coding an entirely new Alliance system (though I feel it would most
certainly be an effort well invested), would be to convert the Order vs. Chaos to a non-branded
system. Fictionally speaking, there is absolutely no reason for O/C to still even be around. But it
does allow a meta-guild opportunity for mass combat, without the bite of Stat Loss, which could be
quite a draw, if done properly. I would suggest using something like this system, expanding on the
current Order vs. Chaos system slightly, and creating something that would see a LOT more use.
Here is my suggestion:
Create a new item named a War Stone. Upon purchasing a war stone, it must be named, an
abbreviation chosen, and placed. Clicking on a War Stone gives only 4 options:
War Stone Options
War another War Stone? target player (who must be a member of another War Stone Guild)
Cancel a war? target player (who must be a member of another War Stone Guild)
Rename War Stone
Rename War Stone Abbreviation
Guild masters who click on the war stone will be prompted with the following:
Pop Up Gump for GMs
(receiving guild master)
Join this War Stone? yes/no
By accepting yes, their guild becomes a member of that War Stone. A new abbreviation will be
added to their overhead display, and their guild page will list that they are now a member of ___
War Stone.
That's it. Effectively, this is identical to Order vs. Chaos in all rules and warfare, but instead of being
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branded with Order or Chaos, it allows the player to choose their OWN conflict titles. It could be
used for Town Stones, multi guild battles, whatever. Suddenly, a system, which already exists, but is
woefully under-utilized, becomes some thing MUCH more desirable to every aspect of the PvP
world. If you wanted to take it even further, you could add yet another PvP statistic page to uo.com,
this one specifically oriented on tracking War Stones, though again I would suggesting using kill
counts in a Faction like system over simple numbers of guilds warring.
9. Dueling
With Item insurance you have instituted a mechanism to Duel another player, and not loose your
valued items. However, you have NOT created a system to encourage it. PvP is all about image, and
one of the best ways to beat your chest is to beat people in a fair duel. I would suggest implementing
a simple Dueling System, something like follows:
1. Dueler 1 issues a challenge by typing =challenge, and targeting a player.
2. Dueler 2 receives a message, similar to party accept messages. By typing =accept they enter
into a Duel. Ignoring the message auto =declines, again as per the party system.
3. Dueler 1 and Dueler 2 are now, too all coding purposes, temporarily in the same guild.
4. They fight, and whoever wins gets points added to their "Kill Score", as per Faction
calculations.
5. If ANY outside interference, as in aggressive or beneficial spells/aid is tendered to either
Dueler, the Duel is automatically canceled (with a message to that effect) and no kill points
are awarded. Since both players are in a new, temporary "guild", this should be easy to
control.
6. Similar to Faction statistics, top Duelers receive both unique titles AND their name on the
UO.com shard Top Duelers list.
Sweet and simple. Loot isn't a problem, insurance takes care of that. Suddenly, dueling other
players takes on a whole new meaning. If you wanted to, you can even start another shard wide PvP
tourney, similar to the one you ran ago, with the requirement that you had to be in the top 10
Dueling List to even compete.
- Return to the Selected Section Design Concepts | Development Section | Table of Contents | Appendix Contents
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KAIMA MMORPG CONCEPT
Introduction
The World of Dreams
 Kaima
 Dream Ether
 Items
 Public & Private Areas
 Timeline
 Death
Player Characters
 Dream Shifting
 Skills
 Languages
 Avatar Customization
 Items
 Race Shifting
 Dream Perceptions
Gameplay
 Adventuring
 Dynamic Spawns
 Establishing Player Housing &
Settlements
 Expanding a Stronghold
 Town Residences
 Housing Functions
 Questing
 Guilds/Towns/Communities
 Player vs. Player Combat
 Crafting
 Vendors/Selling
 Exploring
 Private Dream Areas
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Community Tools
 Guild/Community/Town Website
 Starting Town Options
 Website AND In Game: Shard Based
Map
 Website : Intelligent Permissions
 Website : Character Building
 Website : Customizable Layout/Banner
 Website : Message Boards
 Website : Guild Chat
 Website : Event Calendar
 Website : Rosters
 Website: Map of Stronghold Location
 Website : Rankings
 Website : Screenshots
 Website : Personal Pages
 Vendor Auctions
 Shard News
 Constant Contests
Customs & Cultures
Conclusion
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Introduction
The night seems colder as you slip into bed, shadows dancing across your bedroom walls. The glow
from your computer, left on over night as you macro some obscure skill, seems to only intensify the
depths of blackness surrounding you. Slowly, you drift to sleep, thoughts of your online character's
exploits wandering through your consciousness.
Within your dreams, a black whirlpool appears… a deafening roaring filling your ears as you feel
yourself drawn forward. Spiraling into darkness, you find yourself lost and disoriented, nausea
ripping through your stomach as you feel yourself plummeting as if from a tremendous height.
Below you, the darkness spreads to reveal a wild and jagged landscape, with lights from as far as the
eye can see peppering the ground with signs of habitation. For long moments, you contemplate
those lights… some of which seem to be the work of man, and some of which seem far stranger,
residents of fantasy and dreams brought to visible life.
It is then that you recognize that this IS no dream, the experiences too real, the feelings too genuine,
the air too cold as you descend as if from the heavens. Terror flows through your body as you
recognize the ground growing ever closer, yet you cannot look away. As you peer against the
whistling wind to what must surely be your death, you notice that your fall is leading you directly
towards a figure lying upon the ground. A figure that looks exactly like…
Darkness. There is nothing but darkness. Opening your eyes, you peer forth at a landscape both
horrible and yet strangely familiar. That tree there, it looks exactly like the one that was behind your
childhood home… yet, different. Twisted somehow. You lift your body from the floor, looking down
at your hand. Yes, it is your hand, there is that scar from the skateboarding accident. Shivering a bit
in the evening cold, you stand, looking about you in a mixture of wonder and fear. A scream unlike
any you have ever heard roars through the evening, and you cringe in spite of yourself. In the
distance, you can see a light shining from over the trees. Wrapping your arms about your body, you
set off on your course… a course that leads you through the wonders, dangers, and mystery that is
Kaima. A course through the World of Dreams.
The World of Dreams
There are many worlds in the megaverse. Many people, many places, many possibilities. Yet all
come together in the World of Dreams, the crossroads where all paths pass. Sometimes, that
passing becomes rocky, and Dreams become more then Dreams, and it is there where the place
called "Kaima" resides. Where Dreamers from lands beyond count become trapped in a land that is
as variable as the imaginations of the Dreamers who inhabit it. And that is where our story lies.
Kaima is an unnatural place, yet it is bound by the laws of the universe in it's own ways. A cycle
exists, where worlds grow closer to Kaima's reach… and when that happens, Dreamers break
through the barrier in increased numbers. As our tale begins, Earth has just begun to walk that
cycle, and you, as a player, have been pulled from your world to it. A place where your Dreams ARE
reality, and nothing is quite as it seems. Where Dreamers from other worlds are as real as
breathing, and even your own body changes with passing of the Dream.
But Kaima's wonder is not simply it's own. Dozens of races, cultures, languages, alphabets,
societies, technologies, magics and more exist. All for the player to explore, destroy, learn, or
embrace… as they see fit. Everything that exists is part of the Dream, but only the Dreamers
themselves have a truly permanent existence. The items, the landscape, the buildings… all were
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born of images that lived within the Dreamers mind, and invested a form of semi-permanence by
their belief in them.
Kaima, a land of never ending conflict, endless possibilities, and absolute uncertainty.
Kaima
The world of Kaima is the megaverse melting pot. Creatures, societies, technology and magic all find
their way to it's strange stage. Right now, mainly humans are Dreaming their way into the world,
but for eons other races and cultures have done the same, and the newcomers will find themselves
hard pressed to mark a claim in harsh lands that surround them. Literally anything could exist here,
and at some time probably has, so there is no limit to the depth of content that could be imagined
up.
Due to the nature of the Dream, the land is as variable as the Dreamers themselves. Players will find
that owning a home in an area for a prolonged period of time will cause the land itself to morph to
match his own path, with that evolution accelerated if there are many in the area with similar
backgrounds. An evil character will find the grass dying, the trees withering and twisting, and eerie
music taking over the normal soundtrack. Should a player choose to Dream Shift into another
"race" type, then he will see that natural landscape for the environment of his abode changing to
that of his adopted people.
Technically speaking, would be done by having multiple tile sets for each item. For example:
Item: Bush
1: Normal
2: Crystal
3: Decayed
4: etc...
Depending on where the bush was, it would have a filter telling it what variable to attribute. So
although it is a bush, it could appear... and change (over pro-longed times)... to another graphical
shape. But it's still just a bush:#.
Dream Ether
Dream Ether is the by-product of the player's influence on the dream. Everything that IS Kaima is
composed of Dream Ether, and characters skilled in certain areas can harvest that Ether and use it
for their own purposes. Some players will learn to harvest it from the trees, plants, destroyed items,
and the surrounding environment. All players will be able to pull the Dream Ether out of
vanquished foes (both players and monsters). Other sources of Dream Ether will also be available,
and the longer one spends ACTUALLY online, the more Dream Ether they naturally accumulate
(though this is minimal compared to the other forms of harvesting Ether). Ether is used for reviving
one's character, manufacturing items, powering spells and weaponry, executing advanced combat
moves, creating housing, trading for currency, paying for apartment or town residences, and just
about everything else you can imagine.
In form, Dream Ether can vary drastically, but all Dreamers instinctively know if an item is shaped
or raw Dream Ether. In it's raw form, Dreamers will know it's "power level", but only a Dream
Shaper (crafter) or the owner can tell such in it's shaped manifestation. Some characters will even
possess the ability to take shaped Ether and unravel it down to raw Ether, destroying whatever item
was created out of it originally.
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Items
Items are just as variable. Crafters in Kaima will create items by literally building them out of their
own Dream Ether, though some cultures might require "tools" as catalysts for that creation. But just
as the players themselves change, items that are kept on a Dreamers person and used continuously
will also find themselves growing in power over time. It is entirely possible that a player could keep
a weapon from the early days of his campaigning in Kaima till he leaves, with its power matching
the player's progression as they grow together. On the same hand, if he were to leave that weapon in
his vault or home and not use it for a lengthy period of time, it would lose it's "gained" powers one
by one, and eventually disappear completely!
Public & Private Areas
There are basically two types of areas in Kaima, the public Dream (which everyone shares - the
public world as it is known) and Private Dreams (which require membership in an organization of
some sort to access). Private Dreams offer players a level of freedom in expressing their
communities, quests, battles, and interactions that has never been seen before in a MMORPG, and
we believe it will revolutionize the industry standard.
Timeline
The timeline of Kaima is really unlike that of any other game. Since ALL residents are Dreamers
from other worlds, cultures have combined to create something that is a slapped together rig of
their past societies. Swords & Sorcery reside next to Machina and "aliens", and since the nature of
the Dream allocates power to people on things based on their "time" spent within the world, they
are all comparable to one another. History of those cultures, as it existed before the Dreamers
appeared here, has been accumulated in some places… but most consider life before Dreaming
irrelevant. All that matters now is the Dream, and each cultures fight to carve a place for themselves
within it.
Death
Death does not exist in the Dream. When a player is "killed" they dot not lose skills or possessions,
but they must reform themselves out of the Dream Ether. A player can choose to reform for free at
their last bind point (normally located in towns, player communities, or housing), or instead to
reform at the site of their death (which costs in Dream Ether). The reasoning behind this is simple,
areas where the player has a stronger "Dream" connection are easier to rematerialize in, whereas
reforming yourself out in the field expends more energy, as the surroundings are unfamiliar.
The only way for one to TRULY die is to give up the desire to pursue the Dream, in which they
simply fade away (or cancel their accounts). What happens after that is unknown to residents of
Kaima, but most believe that they simply cease to exist. Entire cultures have, over the eons, faded
from existence, and with no one to support the buildings, literature, and items they created out of
the Dream, they too have eventually faded away. Occasionally, an artifact that was imbued with
tremendous power will be found from one of those past Dreamer Societies, but these are rare and
mysterious objects, with many dangers ascribed to their use (not the least of which is strange
mutations and Dream Shifts)! Everything changes in Kaima, nothing stays the same.
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Player Characters
You, are you. A human of whatever age you happen to be, knowing whatever you happen to know.
Your initial skill selections will be fields and technology that that is native to earth, set at a
moderate level that assumes you have completed some level of expertise on Earth. You are not a
"newbie" as most MMORPGs begin their players, but fully accomplished in whatever you choose
your "Real Life" profession to be.
But in Kaima, nothing stays the same for long… and that is even more true for a Dreamer, which
you have now become. As time passes, you will find your form changing, both physically and in
other ways, all of them dictated by the strange laws that govern the Dream. You will gain strange
powers, some which you have always dreamed of possessing, and other which you never dreamed
could exist. You will find opportunities to learn new skills, both of human and otherworldly nature,
from every conceivable source imaginable.
Your life as a human is over, now the Dreaming begins.
Dream Shifting
The longer a characters has spent in Kaima, the more he will "Dream Shift". This is not time spent
in game, but actual real life time spent with an open and paid for account. A player who plays once a
week will dream shift along the same schedule as player that is online 4 hours a day. These
mutations take on a myriad of forms, but all are influenced by the following:
1. Companions
2. Citizenship Town/Area
3. Moral choices
4. Skills
From a technical standpoint, your character just gains extra-meshes, similar to those used for
clothing or armor.
In the World of Dreams, everything you do influences who you become.
Skills
Characters will be free to choose from a plethora of skills, many of them VERY similar, but different
in background. For example, a human warrior with the "marksman" skill might be almost identical
in profession skills to a Vlet'ish Wethtar (figure an Elven like Archer), but their
application/tools/methods would vary drastically. Of course, considering the variable nature of
Dream Shifts, no two humans and Vlet'ish would really be the same, no matter what profession they
chose. Weaponry and items would be drastically different, from modern and sci fi weaponry to
magic and potions, but all would be balanced to be comparable. After all, in the world of dreams,
everything and nothing is equal.
Skill gain will be relatively fast, based on the actual use of the skill. The more one use's a skill, the
more you gain in it, though there will be a daily cap on skill gain for any ONE skill such that it will
require at least one week of powergaming to maximize it's effectiveness. A player may know as
many skills as he chooses, but skills that go unused for a period of one week will begin to slowly
decay (roughly 5% a week). To keep the skill "fresh", players have but to use it once within that
week's time.
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Keep in mind that players begin the game already "accomplished" in an Earth based profession.
While these skills might be of only limited use in Kaima, and fade as their interest's focus in other
directions, our intent is to allow players to never feel like they are helpless or puny. Lost and
confused, perhaps, but not a newbie.
Languages
Each race will have their own language and alphabet, which players can learn from exposure to the
culture and people. A toggable setting will allow players to "speak" in that language, which will
convert everything other players see into a unique racial font for that race unless they too have
acquired skill in that language. Normal speech is considered "common", and all players will be able
to speak it. Some monsters and NPCs, however, will ONLY speak in their racial tongue.
Developed language resources, as in dictionaries, will also be developed for any of the currently
existing races, to foster more involved roleplaying… though we fully anticipate most to just use the
racial automatic font converter.
Avatar Customization
Players would have a developed palette to create their original avatars from, with the intent to allow
them to literally build "themselves" in game, if they so desire. Again, the nature of Dream Shifting
will change your starting form drastically as time passes and you gain experience, but I feel it is
important for players to really feel like they are starting AS themselves to gain the full experience
Kaima offers.
Items
Items, as I stated in the skill blurb, would vary drastically. Many would have almost identical
effects, but require different skills to operate and control. A Dreamer from another world might be
an expert hand-to-hand fighter in his own form, but completely lost in intricacies of Kenjitsu, yet
both will have relatively similar effects. The key is to balance game play so that a player is never
penalized no matter what "path" he chooses, be it in the more human forms or something more
exotic. As mentioned previously, items gain their existence from the Dreamers themselves. If an
item is left unattended, it will decay based on the length of time and age of the Dreamer who
created/possessed it.
Race Shifting
Which brings us to another aspect of Dream Shifting. Just as humans will change over time, they
can CHOOSE to change in ways that will eventually morph them into a copy of creatures from
another race. If a player finds he likes the Vlet'ish, prolonged exposure to their company, skills, and
home town/environment will guide his Dream Shifts to turn him into exactly that. His choices and
Dreams will guide him to that which he desires. He could just as easily move to a completely
different races environment, and change in even more bizarre manners there, this combining his
possible mutations endlessly based on his decisions. Anything is possible, even mutations into
things which do not currently exist within Kaima.
Once you have Dream Shifted in certain obvious ways, races will consider you a member of their
own community. That can be good and bad, depending on where you happen to be, so choose
wisely.
As part of this, I would love to run a weekly contest for skilled player artists who would like to
submit their own meshes and polygon models of mutations and new races, thus allowing the players
with the right skills the opportunity to literally change the path of their Dream Shifts to what they
REALLY ARE dreaming of.
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Races I would like to see at the game's publish are still being determined. A rough list of examples
based on how long they have been living in Kaima (newest to oldest) would include:
1. Humans (of course) though they wouldn't stay that way very long!
2. Xyvelsti - Energy creatures who manifest in this world as amorphous light. Their powers are,
obviously, based on the conversion and manipulation of energy forms. Their original form was
3. Creatures from a Crystal based world.
4. Creatures from a Demon like world
5. Creatures from a "standard RPG" world (Elves, Dwarves, Orcs… but drastically changed)
6. Machina
7. Insect
This list is far from complete, and will be dealt with extensively as development continues to create
a selection of races that is both unique and interesting from anything known before in the MMOG
world.
Dream Perceptions
But the variability of players is not limited to just their forms and abilities, it also applies to their
perceptions. Players who group together in like-minded combinations will find that their overall
"Dream" has an influence on the land around them. More Evil groups will notice that the day is
never quite as bright, the dark is always darker, and shadows always deeper. The larger the group of
similar players, the more pronounced the effect.
This is less of technical matter then one might first assume. All of the perception level effects are
very subtle. Lighting, shadows, music... all easily controlled by setting various "templates" and
applying them as needed when a group of significant size gathers.
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Gameplay
In this manner, Kaima would be very similar too most existing MMORPGs. Players would be able to
adventure against the strange denizens of the world, guild together in small or large groups, fight
each other, participate in grand battles (such as race wars/guild wars), craft new items, sell such
items, and wander about exploring.
Unlike most MMORPGs, the existing cultures that have developed on Tariet are not meant for
simple background, they are there to CHANGE the players. Players will be able to adopt their forms
through Dream Shift, learn their skills, and even explore merging technologies and magics into new
and bizarre forms.
Furthermore, the nature of the dream allows a depth of creative control that no MMORPG has ever
offered. Communities and Guilds will be able to craft Private Dreams just for their members, where
the leaders use a NWN Solstice/UO House Customization tool to create areas to their own
specifications. Battle Grounds, Questing Areas, Dungeons, even Towns will all be possible, with the
size and limits of the Dream Area defined by the size of the guild/people who are a member of that
organization.
Adventuring
Kaima would include a diverse quest selection, with the main emphasis on introducing players to
new cultures, history, items, and skills, as well as providing the "moral choice" selection of the
Dream Shifting. Based on a character's choices, they WILL change to become in a very physical way
exactly what they are acting out in gameplay.
Dynamic Spawns
The monster spawns in Kaima will be as dynamic as the rest of the world. Basically, there will be
"Mega Spawn Bases" through out the lands, each of which is capable of hosting a Mega Boss. Mega
Bosses are the top of the ladder for each monster species, and should require at least 20+ plus
players working together to defeat. With that Mega Boss will be a host of Bosses, Mini Bosses, and
regular monsters of that variety, making their "camp" one of the most deadly adventuring
environments in Kaima. The makeup and graphical representation of each Spawn will vary
drastically, from underground caverns, keeps, fortress', bunkers, flying citadels, towers, and more…
but the mechanics of their expansion will all work identically.
After one week of survival (without the Mega Boss being killed), the "Mega Spawn Point" will spawn
a handful of "Super Spawn Bases" around it in a radius. Super Spawns will be based on their Mega
Spawn point, with similar architecture and monsters, but will instead be overseen by a "Boss",
requiring the coordination of roughly a dozen players to take down. If that "Boss" is left alive for a
week, then the "Super Spawn Bases" will create a handful of "Spawn Bases" in a radius around it.
The new "Spawn Bases" will have a Mini Boss as their leader, which should require half a dozen
players to defeat. If THAT Mini Boss is left alive, then a new radius of "Outpost Bases" will be
created, which have no leader. The only way to stop a cycle completely is to kill the Mega Boss,
which will halt all expansion efforts but will not destroy lesser bases that have already been created.
Furthermore, if a Mega Boss, Boss, or Mini Boss monster survives for one month, they upgrade to
the next level of power. For Mega Bosses, they grow even more fierce and powerful (though their
strongholds all remain the same). Leaving an enemy sleeping nearby can truly be dangerous in
Kaima.
The intent is to create an environment that embraces the wild nature of Kaima. Forces are always
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on the move, attempting to conquer more and more territory. When the radius of these Spawned
Bases crosses over an established community, town, or player settlement, the fun really begins. The
monsters will begin "sieging" the establishments, plaguing their day to day activities until the
players (at the very least) kill off the Bases in their immediate area. The only way to be truly free of
them is to group together a small army and attack their Mega Boss leader, thus halting their
advance.
Here is where it gets REALLY interesting. The only way for players to establish new
communities/homes is to carve them out of the wilderness. In other words, it requires a group of
player to kill of one of these spawn bases and take it over as their own. More to follow in the next
segment.
After a Mega Boss has been defeated, if the stronghold is NOT taken over by a player community, he
will re-spawn in the same area in approximately one month, starting the cycle all over again. Once a
stronghold has been taken over by players, it will no longer spawn a Boss Monster… though
neighboring spawns might siege it if they are close enough!
Establishing Player Housing & Settlements
As previously stated, players will have to TAKE housing spots from active monster spawns to
actively settle the lands of Kaima. Our intent is to really recreate the mentality of what humans
what strive for, as aliens in this strange new world. Creatures and cultures have laid claimed to
various aspects of the lands for eons, so if Human's want a piece of the pie, they are going to have to
cut it out for themselves.
The size of a potential establishment is based on the size of the Spawn base. Obviously, Mega Spawn
bases will allow players to establish the largest of player strongholds, and after they have held it for
a time, even place medium sized and smaller dwellings in the area surrounding it. Super spawns
will allow a large stronghold, with a radius of smaller establishments. Spawns will allow a Medium
sized stronghold, and Outposts will allow only a single small residence. Our intent is to create a
world where carving out a true community REQUIRES a community to bring it into being.
When a stronghold is taken over, it is in the form of the original enemy base. Players can hire player
Dream Shapers to alter aspects of the architectural layout, but it will be prohibitively expensive in
Dream Ether, thus giving communities yet another reason to band together and adventure to
further customize their realms.
Ownership of a building is based on the players who defeated it. Mega Boss and Super strongholds
can ONLY be owned by a Community or Guild, so the game engine calculates which guild did the
most cumulative damage in defeating the Boss monster and awards ownership to that
establishment. Anyone in the leadership hierarchy for that community (see guilds below) can access
the Housing functions (see below).
Expanding a Stronghold
Mega Bases and Super Bases both allow the controlling communities to eventually develop
residences around the stronghold. After possessing the area for 1 month of RL time, they will be
able to develop one new establishment in the area immediately surrounding them, and another with
each consecutive month. The size of these establishments is based on the size of the stronghold, and
they still require the communities to purchase the services (or have their own) Dream Shapers to
actually create the establishments. Who gets to own these establishments is determined by the
community/guild leaders who run the stronghold, and they can only select from people who are
actually members of the said community.
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Town Residences
Players are not limited to carving out a realm of their own in Kaima. If they prefer a more peaceful
approach, they can purchase housing within an established town, or live in apartment like
complexes. Housing is VERY expensive in Dream Ether, and requires a monthly payment to be
given to the town coffers. Furthermore, if that town declares war on another
community/town/guild, there is the possibility that your abode could be damaged in the fighting,
requiring you to expend yet more Dream Ether to rebuild it. They can not, however, ever be fully
destroyed.
Apartments are much more affordable, and allow players a single room within each town to claim as
their own (much like Anarchy Online). The Dream Ether "rent" for such apartments should be easy
for any single player to manage payments with only light adventuring.
Housing Functions
Strongholds, Establishments, Town Housing, and Apartments all allow a player to customize their
abode. For those who are not Dream Shapers (or who have not hired the use of one), that
customization is limited to decorations and furniture, but with a Dream Shapers help they can
actually change the appearance as well. It is entirely possible to create a "room" that appears to be a
calm wooded glade, or an underwater grotto, or lost in the reaches of space. In effect, Dream
Shapers have many of the same powers used in the Private Dream areas for changing the
environment (although not for the placement of spawns/items), thus giving players a huge amount
of versatility in their abodes.
The purpose of housing has multiple applications. From security of one's gear, personal decoration
and beauty, quiet places to get away from the world on, or perhaps even to preserve a memory of
some place far away by rebuilding it within your own domicile.
All housing is automatically set to private, allowing only the owner to access the area (in the case of
Strongholds, this includes the entire guild/community). Players can choose to open their housing
to:
1. Public (anyone can access)
2. Their own guild/community/town (if they are a member of such)
3. Individuals they have specifically targeted using their house menu
Player's may also set Dream Shapers, individually, to be able to customize their home. There are
three levels of options in doing such.
1. Environment Only - the Shaper cannot touch or alter objects, which automatically move
themselves to a Customization Storage container while the Dream Shaper is designing the area.
2. Full Control - the Shaper can access the Customization Storage container after customizing the
environment, thus decorating as well.
3. Limited Control - the Shaper can add NEW objects to the layout, but can not access the
Customization Container or in any way effect objects that existed before he was hired on.
Players also have the ability to BAN specific people from their homes, even if they are a member of a
guild/town/community that has been granted access. The ban exists until removed by the owner.
Access to Private Dream Areas can ONLY be placed within a stronghold or town residence (not an
apartment) owned by a community/guild/town. Anyone who has been granted access to the abode,
can also access the Private Dream Area.
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Questing
There are two types of Quests in Kaima, player generated and game generated. While we will
provide a plethora of quests that show of the variety and diversity of Kaima, it's many cultures, and
strange history… the player's themselves will be able to create their own within Private Dream
Areas.
Guilds/Towns/Communities
Player groups will have a lot of versatility. On a simple level, they will be divided into three groups.
1. Guilds
2. Towns (holds sworn guilds, single members in neutral guilds, players without a guild affiliation)
3. Communities (groups of multiple guilds, and players without a guild affiliation)
Guilds will be able to choose an affiliation by subscribing allegiance to a particular town or
community. This allegiance system will be used to determine PvP rights (see below) as well as
sharing in the Private Dream Areas of Towns or Communities. For example, if a guild or player were
to swear allegiance to a Town of Vlet'ish (those were our Elf like aliens) then they would be able to
participate in that Town's Private Dream, as well as enlist in their military PvP force, if they were
currently at war with anyone else. Guilds, Towns, and Communities are all run politically, as
follows:
Guilds choose their own leadership structure from a list of choices, such as Democracy, Republic,
Council/Aristocracy, Monarchy, etc. The originator of the guild sets the starting political structure
and appoints his leaders, but unless he chooses a monarchy, the guild CAN vote him out and change
it. In the case of prolonged absence from the game (one month not logging in), leadership in a
Monarchy will automatically pass to who ever they have proclaimed as heir.
If a guild chooses to swear no allegiance, then it's members may choose a Town or Community to
swear personal allegiance to (assuming that Community allows such).
Towns are pre-placed in game, and all have a pre-existing racial background, but still possess the
possibility of being run by the players. For other race towns, many will require the player to Dream
Shift to a compatible level before they are allowed to join, and will require a high percentage of a
guilds players to have similar levels. Once accepted, though, they will have the ability to run for
offices within that town (only other players can vote for offices), and if they win the equivalent of
the mayor's seat, they gain the ability to access and customize the private dream of that town…
which could conceivably be huge. A mayor (or equivalent) may also declare war on another town,
though again every member of that town must vote (and it must pass simple majority) before it is
official.
Communities are created completely by the players, and are run by them as well. For communities
that allow anyone to join (not just guilds), then every month, every member of the community will
be given the option to vote for a Leader. That leader can then appoint a staff, optionally giving them
all the ability to access and customize the community's Private Dream Area. For communities that
only allow guilds to join, then only the top guild leader votes for the community leader each month,
who can also optionally grant customization powers to every Gm or specific people. Communities
may also declare war on other guilds, towns, or communities. It IS possible to have a Community
comprised of Communities to create a huge inter-guild network, but in that case ONLY the
Community leaders of each community have political power. Any community council member can
call a vote of confidence (but no more then once a week) to attempt to replace the current
Community Leader, which follows standard voting procedures for that Community type.
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Many of these guild/community ideas take their incentive from Shadowbane and Star Wars
Galaxies, both of which have done an excellent job in this area.
Player vs Player Combat
Player vs. player combat is a valid and integral aspect of the MMORPG world, and in Kaima that
has not been forgotten. Many of the races are at perpetual war with each other, and the path of the
new humans who arrived on Kaima has yet to be determined. Players can participate in the massive
ongoing battles between these cultures, and possibly even change the already variable history of the
world by utterly crushing and exterminating them. Should such happen, only the players who had
already learned the knowledge of that culture would exist to pass it along.
But not everyone likes PvP, and I understand this as well. As such, there will be very clear "switch"
for players who wish to compete in such battles. Basically, you enlist in the militia force for your
political favorite without your guild/community/town. Some races will require that humans be
Dream Shifted to a form comparable to their own before accepting such contracts, though it WILL
be possible to sign up for mercenary contracts for any town/guild/community that is willing to
accept you.
Players who are not enlisted into their applicable military branch will be unable to affect players
who are, be it harmfully or beneficially. However, Enlistment can be renounced or declared once
per day to allow players to actively participate in non-PvP activities, by simply clicking on their
profile and selecting such. A mercenary contract that is reneged before the end of its term provides
no reward to the mercenary, so if they choose to drop out of the fight they gain nothing.
Guilds/towns/communities will be able to set the terms of a war with another entity, be they
loot/no loot, entrance into each other's private dream areas (for private battles), immediate re-entry
(for those who rez and return to the fight immediately)/or one death per day, and other such
options.
Player can optionally choose to challenge ANYONE to a duel, which they may of course refuse if
they wish. Statistics for duels will be recorded and posted on the shard/guild/town/community
websites for everyone to see. Rules will be definable by the players when they submit and accept the
duel.
Crafting
Crafting is similar to most MMORPGs, in that there is a "recipe" of items + skill = desired item.
However, due to the varied nature of Kaima there will be many branches of crafting that are race
specific. To the enterprising player willing to think out of the box, it will even be possible to mix and
match items from DIFFERENT cultures to attempt to create something startling new (much like
AC2's spell system). Some of these experiments will be repeatable, with the possibility of the player
passing on the knowledge or monopolizing it for themselves, and some of them fluke hybrids to
create artifacts of mysterious powers.
Vendors/Selling
Players who are members of a Town may set a "vendor" in the town bazaar. Each player may have
only one vendor, which can hold a high # of items. Players within a Community or Guild can only
place a Vendor IF their Community/Guild has established a trade bazaar (an expensive housing
structure). Items can also be placed on the AUCTION vendor for that guild/town/community,
which operate differently. See the Community + Vendor Auctions option for more details.
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Exploring
Like most 3d MMORPGs, there will be lots to see and explore. But in Kaima, exploring can be
dangerous beyond the more apparent physical effects. As previously stated, prolonged exposure to
an area of racial bias WILL result in your character gaining qualities unique to that race.
Private Dream Areas
Private/Guild Dream Areas will ONLY be accessible to the players of those communities (or
individual players that have been added to the stronghold/town residence's admittance list), thus
allowing a form of self-policing for potential abuses. Players would gain nothing from skills used in
these areas, though the Area Creators would be able to "seed" monsters and items in the area, which
the players could take and use as if they found them in the game world proper. In this manner,
players will be unable to create areas for abusing in skill gain & monster loot accumulation. If a
guild is creating death traps for their own members, well it won't take long for everyone to quit, and
we all know how quickly bad guild reputations seems to flow down the grape vine.
In function, this would be very similar to adding a "private NWN" shard just for your
guild/town/community, but with the possibility of being accessible to the entire MMORPG player
base. Unlike homes, anyone who is in the leadership structure of the community/guild/town who
owns a Dream Area can Shape the area. It requires no skill in Dream Shaping, as it normally would
for a private residence or item crafting.
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Community Tools
Communities in MMORPGs suck. Well, that is a bit harsh, but I think they have a LONG way to go
before they are where I would like them. So here is my proposal of ideas that would help ferment
community both in game, and out.
Guild/Community/Town Website
Every guild/town/community will have a website off the Developer website. These sites will feature
various assets that link the in game and out of game community, as well as provide a direct pipeline
of information from the Developer to the Players. My envisioned features are as follows:
Starting Town Options
Players will be able to choose from a variety of "established" spawn points when they join the world
of Kaima, much as other MMOGs. However, they will ALSO be able to select from any established
Guild Strongholds/Town Residences. Doing so allows the player to begin the game as an Applicant
to that community, immediately putting them in communication with the organization. Guilds can
choose to automatically deny Applicants, thus removing them from this option. Communities,
comprised of multiple guilds., do not have this option.
Website AND In Game: Shard Based Map
A map will be available either off the paper doll in game, or via the shard "news page" on the
website, showing the locations of all established towns or communities/guilds with an established
stronghold or town residence (similar to Shadowbane's territorial map).
Website : Intelligent Permissions
The game knows what guilds/towns/communities you are a part of, and so does the website. When
you login with your account name/password/character and visit the Developer site, access to all
your member communities are clearly listed on the main menu right along with the developer
pages. That way, players are encouraged to continually access the developer web site on route to
their guild pages.
Website : Character Building
Activities on the official website (as well as the Guild sites attached to it) will have an effect on the in
game world personas for the players as well. In effect, players will be able to build and cultivate
their characters by participating on the site/forums, EVEN BEFORE THE GAME GOES LIVE. Just
as one gains Dream Ether for passively being online in the game world, players would ALSO gain
Ether for posting and replying on the forums (more for the official forums, standard for the shard
based ones, and less for the guild/community), thus encouraging this vital aspect of Community
Development.
Furthermore, anything the player character has in game, they will also have in their "forum"
incarnations, and vice versa. Items, powers, even physical representation... all will be replicated
within both worlds, to provide a seamless persona from one to the other. Players will even be able to
participate in battles against monsters and other players on the forums, gain items and gear, and
those items will ALSO appear on their in game avatars. In this manner, it will be entirely possible
for players to build accomplished characters BEFORE THE GAME IS EVEN RELEASED, thus
providing the most effective form of pre-release publicity ever developed (in our opinion).
Of course, game play on the forums will not be anywhere near as detailed as in game activities, but
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it should still prove an interesting and exciting dynamic to the world of Kaima. We believe it will
provide a medium for players to get to know the world, the monster, the items, and how everything
fits together before release, thus preparing our customers for an experience like no other they have
ever seen. The quests will be specifically oriented on teaching players more of the pre-existing
Dreamers (NPC Monsters & Races) and their cultures, providing a fun, interactive tool to educate
the players in what has come before, so that they might be better prepared for what has yet to come.
Website : Customizable Layout/Banner
Guild/town/communities will be able to select a color scheme for their website, as well as upload a
banner image and limited bbcode like tagged text (to prevent javascript exploits, and identical to the
code used in the forums), thus customizing their online presence. The layout choices will be applied
through the entire guild/town/community site, via CSS.
Website : Message Boards
Each guild/town/community would have an in game message board at their headquarters that is
synced with an out of game message board on the Developer website. Posts made to one, appear on
the other. Players reading a message board in game "disappear" until they exit the forum interface
in game, and board names are identical to in game names. Announcements from the Developers are
featured on the top of every forum, to make certain the players stay informed of new items of note.
Guild/town/community leaders will also have the option of selecting a post as "shard news". See the
Community + Shard News + option for more details.
Website : Guild Chat
In game, all players will have access to a guild/town/community chat box. However, there will also
be a page OUT of game that is linked to that chat, much like an IRC network. This would allow
players, even when they are NOT in game, to stay in touch with their communities.
Website : Event Calendar
Each guild/town/community will have their own "Event Calendar" in game, again at their
guild/town/community headquarters, which is also synced with a web interface. Any
guild/town/community leader or council member can post a new event, and post it as public or
private. Public events will automatically be listed on the main event calendar for their shard (after
passing through moderation via the Shard Moderator, a staffed Developer position).
Guild/town/community members, if logged into web chat/boards or in game, will receive a
notification of the coming events 30, 15 and 5 minutes before it begins.
Website : Rosters
Each guild/town/community will be able to setup a page to show all the members of their
community, with each player having the option to "hide" themselves, their paper doll, or other
statistics. Through the roster, it will be possible to send individual players a message, which will
appear in it's own pop up the next time they log into the game. Player's personal pages will be
accessible here as well.
Website: Map of Stronghold Location
For guilds that have an established Stronghold, or Town Residence, a "map" page will automatically
be added to their Guild Web Site, showing the location of their abode. Furthermore, if they are a
member of a community, the will also be able to pull up a world map with all allies clearly listed (if
they too have a Stronghold or Town Residence). Organizations at war can also show their
enemies/allies.
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Website : Rankings
For guild/town/communities who are involved in race wars or inter-guild wars, statistics of their
progress would be displayed on this page for every one to see.
Website : Screenshots
Any guild/town/community leader will have the ability to take screenshots via an in game
command built into the client. The last 20 (4x5 thumbnail rows) will automatically be displayed on
the website. A guild/town/community can only take 4 screenshots while in game at any one time (to
cut down on clipboard lag) and they are saved in a queue on the server until they log out, when they
will be shown a sample of collected screenshots and asked to approve/disapprove them.
Website : Personal Pages
Every player will have a personal page that they can toggle visible/invisible to the public. This page
will list their affiliations, dueling record, quest record, character profile, their paper doll with worn
gear/equipment, and even have a web log like journal page for players to keep records of their
exploits in. The journal will have an in game version as well, which players can lock down in their
houses to provide a sync between the content. Players can also store FOUR screenshots on their
personal page, saved via an in game command (maximum of one screenshot uploaded per day,
newest replaces oldest), which are shown in thumbnail form until clicked on.
Vendor Auctions
Players in a guild/town/community who have placed an item on an Auction vendor in their
guild/town/community will automatically have the item listed on the Developer Website Auction
page. From here, players can bid on items using wealth from their game accounts. The player, when
he places the item for sale, has the option of setting a reserve price, but that will result in a 10% cut
being "swallowed" by the server (gold sink). Other players can bid on the auction for the length of
time set by the selling player, at which time the winning player will automatically have the funds
withdrawn from their bank and transferred to the winning player, and the item deposited in it's
place. Optionally, players can access the Auction page for an item by clicking on it in game, off the
Auction Vendor. Auctions vendors share their inventory, sorted by category, with every other
Auction Vendor on the shard.
Shard/Server News
All guild/town/community Leaders can select an optional "Shard News" button when posting on
their message boards. This sends the post to a Shard Moderator, a Developer Community Relations
person for approval (same guy approves events for that shard), and if approved, gets posted on the
shard news page. In this way, players can easily promote themselves and their activities to the entire
gaming community from a comfortable interface they are already familiar with.
Constant Contests
Players will ALWAYS have more time to develop new features for a game then the Developers
themselves do, as the existence of countless 3rd party applications can attest to. Instead of ignoring
that asset, I suggest that Kaima take advantage of it, by running contests for players to submit new
meshes, polygon skins, races and cultural assets, even quest ideas! By funneling their creative
efforts into areas of specific need, a Developer House could exponentially increase manpower while
at the same time allowing the players to feel like they truly ARE contributing to the development of
more then just their Private Dream Areas.
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Customs & Cultures
This is one of the features I consider most important. To really make this concept work, there need
to be a myriad of cultures that have Dreamed their way into Kaima over the eons, each with their
own diverse skills (though most will be comparable to similar skills in every other race), language,
alphabet, history, lore, culture, everything. If this idea carries over well, it will also be the aspect I
need the most help for. I would very much like to assemble a group of players who are willing to
write up unique culture backgrounds for strange and interesting new races, and include at LEAST a
two dozen if this MMORPG were ever to ship…. with more constantly being released as the game
continued.
I have more then a few ideas about some of these myself, but the very nature of the world is strange
and clashing concepts, so it only seems right that I get a few people who think DIFFERENTLY then
I do to help expand that vision. If you are interested, feel free to message me at [email protected]
with your own concepts for a particular race/world. The sky is the limit!
Conclusion
And that's my idea. I feel something like this has the pieces to call to ALL types of players, be they
RP, PvP, PvM, Crafter, whatever. Its base in using you yourself as the foundation of your character
is something that is unique in most parts to MMORPGs, though existing in small ways in CRPG
medium. It gives more creative freedom to players with the desire to expand the universe, both in
Private Dream Areas, their personal Dream Shifts, and more. The variability of perceptions is
certainly achievable in today's game engines, and I think this really gives a reason to pull out all the
graphical stops. Of course, I am biased. hehe.
Feel free to comment freely on what you like, what you hate, what you think would work, and what
is far out there. At this stage, it is nothing more then a dream composed on one night's worth of
double espressos, and a lot of unfulfilled desires in the current MMORPG world. If you are a
Developer and want to introduce me to some nice publisher with money to throw at the concept,
feel free to email me at [email protected]. *grins*
Honestly, I am amazed you made it this far! I can be one long winded SOB.
- Return to the Selected Section Design Docs | Development Section | Table of Contents | Appendix Contents
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ENCHANTMENT CRAFTING PROPOSAL
Summary
Enchantment is a new skill (replacing Arms Lore, which currently does absolutely nothing) that
allows the creation of magical items with specific attributes. With Enchantment, players can use
existing runic, magical items and artifacts as a power source to create their own new items with
specific properties (such as SDI, FC, FRC, LRC, LMC, Skill Bonuses, etc.) The power, quantity, and
type of properties available are all scaled by the Enchanters skill, meaning that the most powerful
properties (such as SSI, FC, Super Slayers, etc.) will only be available for GrandMaster to Legendary
Enchanters.
For each property, a new artifact (or loot item) will be introduced into the game. Each of these
artifacts will work like a Tome of Stonecrafting, opening up the potential to "craft" items with those
properties as they are placed into the player's Codex of Enchanting (an item similar to a Magery or
Necromancy spell book). Note that the Enchanter will not be able to USE those abilities unless their
Enchanting skill is high enough (see Power Charts). Adding skill bonuses to items is an exception to
the general rule, and will require the Enchanter to actually have the skills to be imbued (see Skill
Bonuses).
Basically, this gives the ability to create custom items with the specific attributes required. The
"cost" for crafting such items will ALWAYS be a more powerful item, but the end result is likely
something more useful then the random property dispersion in loot and runic items. The
Enchanting process is never completely safe, and even with relatively easy Enchantments there is
always a small chance that the process will destroy the raw materials and/or source items without
producing the desired item, and even damage the Enchanter with a magical catastrophe!
Why bother?
One of the most annoying aspects of the current AoS item based system in UO is trying to assemble
a suit that is worthwhile to YOUR character. For example, just recently I was trying to grab the
right jewelry and armor for my Mage/Bard. It's been quite a while, and I am still not even close to
done. Making high end items difficult to achieve is a worthy endeavor, but making it next to
impossible is not. This is an attempt to create a system that still depends on finding or using runic
high end items to "power" your Enchantment attempts, but lets you convert useless items (for you)
into something useful. Furthermore, I fully expect to see vendors begin to carry specialized goods
with this sort of system, allowing a very user-friendly benefit for crafters who can establish
themselves as "Mage Enchanters", "Bard Enchanters", "Tamer Enchanters", and so on.
Some might argue that this sort of system would devalue artifacts or runic items, but I do not think
it will. The maximum powers available for enchanted items are ALWAYS lower then the maximum
intensities of monster loot drops, and not even close to artifact levels. If you spent 200 million gold
on an "uber-suit", it should still be uber. But for those of us casual players who can not afford the
time or money to create such incredible combinations, this would allow us a method to at least be
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able to compete, even if we can't compete as well. In the end, this should make the item based
nature of AoS more tolerable, as players will be able to assemble suits for specific needs without the
mindless drudgery of the current system. Or that's the plan. Let's flesh it out a bit more.
Storyline
Thomas wiped the sweat from his brow, peering down at the finely crafted blade still cooling from
the forge's fires. His maker's mark, a crescent moon framing a rising star, stood proudly on the
pommel of the sculpted gold wire hilt. With reverent care, he placed the runic hammer he had used
to imbue the sword down on his workbench, then walked out to his store front.
"Well, she's done..." said Thomas as he placed the blade on the counter, "but it won't be cheap! This
beauty cost me quite a bit of my most powerful runic's power."
A hooded stranger emerged from the shadows, gliding before Thomas and nodding as he answered,
"Yes, quite impressive, Smith Thomas. Your reputation is truly deserved."
Tom nodded with a grunt, "So where is the check?"
The cloaked figure stood silent for a long moment, one finger reaching out to trace the blade's
length lightly. "I have heard rumors that before you took up the Smith's Hammer, you were a
Wizard of the Council of Mages in Moonglow. Is this true?"
Thomas raised a surprised eyebrow, leaning back on his heels as he looked the stranger over with
interest. "I'd like to know where you heard that, but yes... it is true" answered Thomas, "I gave that
life up long ago, and good riddance to it!"
A low chuckle was the stranger's only response as he lifted a heavy tome from underneath his robes,
placing it on the counter. Strange runes decorated the borders of book, and despite the bright
illumination of the forge behind Thomas, it seemed to emit an eerie glow.
"What's this? I told you I gave up the path of the Wizard. Take your trinket back and show me
some gold!"
The Stranger shook his head and opened the cover, pointing to the page. "Read, and then perhaps
you will choose otherwise."
Thomas eyed the stranger once more, his distrust evident, but picked up the tome and began to read
where indicated. His eyes widened as he flipped the page, everything forgotten as he delved deeper.
"Do you know what this is?" said Thomas with an incredulous stare, "What this means?"
The stranger nodded, "I believe so. I take it this will be sufficient payment?"
With a snort, Thomas nodded, "I would make you a hundred blades if this is genuine! With this
tome, I will be able to imbue my creations with the magical powers of my choice, not the whim of
my runic hammers!"
"Then I have chosen my Smith wisely. I would suspect there are more of these Tomes hidden across
the lands... perhaps you should seek them out."
"Who ARE you?" asked Thomas, "Where did you find this?"
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With a wry chuckle, the cloaked figure collected his sword and left the shop, Thomas' unanswered
question left hovering in the air. For a moment, Thomas almost followed behind him, but the lure
of the hidden knowledge revealed in the Tome was too great. The fires of Thomas' forge died, the
moon rose, and dawn spread itself over the horizon before he stood from his reading, but by then it
was finished. He had learned how to merge his past skills in magery with his smithing, and nothing
would ever be the same again.
New Items
Codex of Enchanting
This spell book like item functions like a mage or necro spell book. The individual artifact scrolls
for each magical item property are dropped into the book, adding that ability to their repertoire
(assuming they have the Enchanter Skill to actually use it). Graphically, it appears similar to a hued
spell book with a hammer on the cover. Empty Codex of Enchantments are craftable by Scribes,
and purchasable from both Smith and Mage NPCs. All Codex items are blessed, and can not be
looted/stolen.
Scrolls of Enchantment
Each scroll is an artifact of varying levels of power. Scrolls should occasionally appear as loot on all
magic using monsters (Fel & Tram) with a Fame level of 5, level 5 treasure chests, and as BOD
rewards.
Artifact
Enchantment Scroll
Level
hit spell effect
3
area damage
hit stamina leech
4
best weapon skill
hp increase
5
cold resist
intelligence bonus
1
damage conversion
lower mana cost
7
damage increase (jewelry)
lower reagent cost
9
damage increase (weapons)
lower requirements
7
def. increase
luck
8
dexterity bonus
mage armor
3
durability
mage weapon
5
energy resist
mana increase
4
enhance potions
mana regeneration
9
faster cast recovery
night sight
10
faster casting
physical resist
5
fire resist
poison resist
8
hit area effect
reflect phys.
9
hit chance increase
self repair
7
hit dispel
skill bonus *
7
hit dmg. spell
spell channeling
8
hit life leech
spell damage increase
6
hit lower attack
stamina increase
6
hit lower defense
stamina regeneration
9
hit mana leech
strength bonus
8
hit point regeneration
swing speed increase
10
hit slayer
* See below for further requirements on Skill Bonus Items.
Enchantment Scroll
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Artifact
Level
10
9
5
8
10
10
4
10
7
8
5
9
2
5
5
9
2
7
9
10
9
7
8
10
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Power Scrolls of Enchantment
+5 to +20 scrolls should be available as rewards from the BOD system. Their difficulty will be
roughly equivalent to Blacksmithing Power Scrolls.
How does it work?
Enchanters use a menu system similar to the crafting menu.
Enchanting an Item
1. Click on their "Codex of Enchantment", which brings up a targeting cursor.
2. Click on any crafting tool, which brings up a modified crafting menu.
3. Select the item to be crafted (the makers mark
preference is auto selected and cannot be changed, due
to potential Naming abuses), material to be used, etc. If
an EXEPTIONAL item is successfully crafted (using
your standard Crafting skill check only) you proceed to
the Enchanter Menu. If you fail, the Enchantment ends
with whatever the Crafting result was (nothing,
materials wasted, non-exceptional).
Roll
1-10
11-40
41-55
56-80
81-100
Failure Type
lowered intensity (50%)
materials & items survive
materials destroyed
source item destroyed
materials & item destroyed
4. Target the existing artifact, magical item, or runic item to be used as a "power source" for the new
enchanted item. You can only add as many properties to the new item as the source power item
possessed, and to which you have the skill to handle (see Skill Advancement), and there are
negatives to your skill check if adding more then three properties. (In other words, you can never
create a more powerful item, only a more focused item for your needs).
5. Select from the properties the Enchanter has acquired scrolls for, and the levels for each item
(remember, the higher the desired value, the more likely to fail!), then click next. If the item is
successfully crafted, continue on to step 6. If the success check is failed, then skip down to
"Botching an Enchantment".
6. For extremely powerful items (PL of 400 ^), Enchanters will be given the option to name the
item, with a 30 character fill in the blank slot, passed through a filter to prevent naming an item to
mimic an artifact. Default will be (an enchanted _______). Typing in a custom name will result in
a pop up gump warning the Enchanter:
WARNING
Abuse of the naming feature is a direct violation of your Terms of Service (link to ToS on website).
Naming your items with an offensive name, as stated by ToS, will result in action against YOUR
account.
* Optionally, if fill in the blank naming is deemed to potentially abusive, players will be given a
large selection of drop down prefix and suffix choices to “personalize” the item. See my design
concept “Unique Item Names” for more details on this.
7. Click done and enjoy your custom crafted _____!
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Botching an Enchantment
Assume our Enchanter has a 75% Success Rate in creating his desired item. Let's cut up the failure
%'s for the various possible outcomes.
1-75% = succeed, 76%-99% = fail (check on failure chart), 100% = fail disastrously!
Failures (other then disastrously) are all calculated with a new roll (no modifiers) as per the list:
Results of an Enchantment attempt can vary from:
1. Creating the desired item (with material bonuses)
2. Creating the desired item at less then desired intensities.
3. Failing at the creation of the item but the power source item and materials survive.
4. Failing at the creation of the item but either the power source item or materials are destroyed.
5. Failing terribly and both the power source item and materials are destroyed.
6. Failing disastrously and not only is everything destroyed, but the Enchanter is actually damaged
with a random offensive spell effect (Lightning, E-bolt, Flame Strike, etc)
Pre-Requisite Skills
Enchantment requires the use of a crafting skill (Smithing, Tinkering, Bowyer, Tailoring), and
Magery at GM or higher levels before you can even begin the development of the Enchantment skill.
Skill Bonuses
For enchanting an item with a skill bonus, the Enchanter must also have the required skills at a high
enough level to imbue that bonus. The maximum skill that an Enchanter can add to an item is
determined by the following equation:

Max Bonus = Desired Skill / 10 (rounded down)
For example, if the Enchanter had Provocation at 100.00 (GM), they could imbue an item with +10
to Provocation. At 120.00 (Legendary) they could add +12 to Provocation (maximum). The
Enchanter MUST have the skill being imbued to add it to an item.
Profession Specific Items
Please see Addendum Three for the optional inclusion of new items specifically slanted on each
profession.
Skill Advancement
The Enchantment skill gains only from the actual Enchantment of
items. Therefore, it will be a slower skill to raise then your typical
skills, and require significant effort on the part of the players. I would
anticipate that this would be the most difficult of all skills to gain in,
which is only fair, considering the potential pay off! 8x8 and EUO
scripting should be relatively ineffective, since it requires the targeting
of individual items for each Enchantment attempt.
Enchant
Skill
1-50
51-80
81-100
101-119
120
Max # of
Properties
1
2
3
4
5
Just as certain properties can not be used until the player reaches a certain level of Enchantment
(even if they have acquired the Enchantment Scroll for their Tomes), they are also limited in how
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MANY properties they can enchant on an item. As the Enchanter grows in power, so does their
ability to channel the magical energies, which results in the scale listed in the table along the right
hand side.
An Enchanter can always choose to create an item with LESS properties, and in fact items that only
have one or two properties actually receive a bonus, since their creation process is much more
straightforward. For more details, see the Property Modification section in "The Math of it All".
The Enchanter's profession title will be (obviously), Enchanter. Guildmaster Mage and Blacksmiths
will teach newbie Enchanting (to roughly 30).
The Math of it All
Base Enchantment %

{[Enchantment + (Magery + Crafting Skill) / 2] x 4} / 10 = Base Enchantment %
For example, at Legendary Enchantment, Magery, and Crafting skill
((120 + (120 + 120) / 2 x 4 ) / 10 = 96%
Difficulty Modifier
From there, the Difficulty Modifier of the Enchantment is calculated by the Power of the desired
enchanted item (multiplied times the Enchanters skill level modifier) subtracted from the power of
the Source item. Thus, the higher the players Enchant skill, the less power is wasted in the
conversion.

Difficulty Modifier = Source Item Power Level - (Desired Item Power Level x Skill
Modifier)
Ancient Bonus
There are some minor potential bonuses, based on the type of tool used to create the item. Using
an Ancient Smith Hammer will add 1/10th of the ASH's bonus to the success rate (and any other
Ancient BOD items later created). So an ASH+60 will add +6% to the roll.
Property Modifier
Success Rate is further modified by the NUMBER of properties on an item. Only one property adds
+10%, two properties adds +5%, three properties has no penalty or bonus, but the fourth property
will subtract -10% from the success roll, and the fifth will subtract -20% (these are not
accumulative).
Success Rate
The maximum Success Rate % is 96%. If your calculated score is above 96%, it will be dropped to
96%, as there is always SOME chance of failure. 97-98% is always a failure, and 99-100% is always
a disastrous failure. See "Botching an Enchantment" for specific details on normal failures and
disastrous failures.

Base Enchantment % - Difficulty Modifier + Ancient Bonus - Property Modifier =
Success Rate %
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Power Charts
Magery Properties
Magical Property
faster cast recovery
faster casting
lower mana cost
lower reagent cost
mage armor
mage weapon
spell channeling
spell damage increase
Quality Range
1–2
1
1–5
1 – 15
n/a
1- 10 (-30 to -21)
n/a
1–5
Power Multiplier
x50 (50 - 100)
150
x15 (15 - 75)
x5 (5 - 75)
50
x7 (7 - 70)
50
x20 (20 - 100)
Req. Skill
100
120
90
90
70
90
100
110
Quality Range
n/a
1 – 20
1 – 40
1 – 10
1 – 10
2 – 40
2 – 40
1 – 10
5 – 25
Power Multiplier
25
x5 (5 - 100)
x2 (2 - 80)
x7 (7 - 70)
x7 (7 - 70)
x2 (4 - 80)
x2 (4 - 80)
x10 (10 - 100)
x5 (25 - 125)
Req. Skill
70
110
70
90
100
100
100
10
120
Quality Range
1–5
1
2 – 40
2 – 40
2 – 40
1–5
1–5
1–5
1
1–5
1–2
1–5
Power Multiplier
x10 (10 - 50)
60
x2 (4 - 80)
x2 (4 - 80)
x1.5 (3 - 60)
x10 (10 - 50)
x10 (10 - 50)
x10 (10 - 50)
60
x15 (15 - 75)
x30 (30 - 60)
x10 (10 - 50)
Req. Skill
90
100
110
110
100
70
90
70
110
100
100
90
Quality Range
2 – 40
2 – 40
2 – 40
2 – 40
2 – 40
Power Multiplier
x1.5 (3 - 60)
x1.5 (3 - 60)
x2 (4 - 80)
x3 (6 - 120)
x3 (6 - 120)
Req. Skill
70
90
100
110
110
Melee Properties
Magical Property
best weapon skill
damage increase (jewelry)
damage increase (weapons)
defense increase
hit chance increase
hit lower attack
hit lower defense
reflect physical
swing speed increase
Stat Adjustment
Magical Property
dexterity bonus
hit point regeneration
hit life leech
hit mana leech
hit stamina leech
hp increase
intelligence bonus
mana increase
mana regeneration
stamina increase
stamina regeneration
strength bonus
Spell Effects
Magical Property
area damage
hit area effect
hit dispel
hit damage spell
hit spell effect
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Resistances
Magical Property
cold resist
energy resist
fire resist
physical resist
poison resist
Quality Range
1 – 10
1 – 10
1 – 10
1 – 10
1 – 10
Power Multiplier
x6 (6 - 60)
x6 (6 - 60)
x6 (6 - 60)
x6 (6 - 60)
x6 (6 - 60)
Req. Skill
50
50
50
50
50
Quality Range
n/a
10 – 90
5 – 20
n/a
n/a
10 – 90
1 – 90
n/a
1–5
1 – 12
Power Multiplier
25
x.5 (5 - 45)
x2 (10 - 40)
50
150
x.5 (5 - 45)
x1.25 (2 - 113)
15
x6 (6 - 30)
x8(8 - 96)
Req. Skill
70
50
70
100
120
50
110
30
70
100
Miscellaneous Effects
Magical Property
damage conversion
durability
enhance potions
hit slayer/regular
hit slayer/super
lower requirements
luck
night sight
self repair
skill bonus
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Examples
Test Source Items
1. Magical Jewelry = 120 (3 slots)
Magery +5 (40), Healing +7(56), Energy Resist +4 (24)
2. Magical Sword = 145 (4 slots)
Are Effect Cold 33% (50), Energy Resist +5 (30), Swing Speed Increase 15% (65)
3. Runic Tunic = 178 (4 slots)
Fire Resist +5 (30), Energy Resist +8 (48), Stamina Regeneration 2 (60), Mana Increase 4 (40)
4. Magical Jewelry = 185 (4 slots)
Evaluate Intelligence +9 (72), Provocation +7(56), Fire Resist +7(42), Night Sight (15)
5. Runic Valorite Sword = 350 (4 slots)
Area Effect Fire 40% (60), DI 45% (90), Spell Channeling (50), Repond Super Slayer (150)
6. Magical Jewelry = 402 (4 slots)
Fast Casting 1 (150), Fast Cast Recovery 2 (100), Magery +10 (80), Fire Resist +12 (72)
7. Spirit of the Totem Artifact = 565 (4 slots)
Strength +20 (200), Reflect Phy +15% (150), Hit Chance Increase +15% (95), Phy Resist +20%
(120)
Test Desired Items
1. Enchanted Leather Tunic = 60 (2 slots)
Poison Resist +5 (30), Fire Resist +5 (30)
2. Enchanted Taming Jewelry = 108 (2 slots)
Taming +12 (72), Animal Lore +6 (36)
3. Enchanted Training Dagger = 195 (2 slots)
Swing Speed Increase 25% (125), Hit Chance Increase +10 (70)
4. Enchanted Warrior's Shield = 250 (4 slots)
Spell Channeling (50), Def Ch Incr +10 (70), Hit Ch Incr +10 (70), and Energy Resist +10% (60)
5. Enchanted Fencer's Dagger = 325 (3 slots)
Swing Speed Increase 25% (125), Hit Spell Effect - Lightning 40% (120), Damage Increase 40% (80)
6. Enchanted Bardic Jewelry = 469 (5 slots)
Provoke +12 (72), Discord +12 (72), Fast Cast 1 (150), Fast Cast Rec 2 (100), Lower Reg Cost 15%
(75)
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Test Enchanters
1. Adept Enchanter
Enchanting 60, Blacksmith 100, Magery 100
Base Enchantment = 64%
Skill Modifier x 3
Max # of Properties: 2
At 60 Enchanting, our test player can only enchant a maximum of 2 properties, and has a skill
modifier of x 3. We must also take into effect the required skill level for the desired properties (see
Power Charts). As such, only the first item is even possible for our Adept Enchanter. Let's run the
numbers.
1. Desired Item Power Level = 60 x 3 = 180
Which gives us the following Difficulty Modifiers:
Enchanted Leather Tunic - Poison Resist +5 , Fire Resist +5
Source Item
1
2
3
4
5
6
7
Source Power Level
120
145
178
185
350
402
565
- Desired Item Power
-180
-180
-180
-180
-180
-180
-180
= Difficulty Modifier
-60
-35
-2
+5
+170
+222
+385
So Base Enchant (64%) + Difficulty Modifier (-60 to +385) + Ancient Bonus (no ASH or equiv.
used) + Property Modifier (2 items, +5%) = our Success Rate, which comes to 9%, 34%, 67%, 74%,
96%, 96%, and 96%. As long as you have the required skill and powerful enough source items, you
can create anything in your Tome of Enchantment. If you wanted to burn an artifact or high end
item to create a perfect resist piece, then you could. But it's costly!
As you can see, the power costs at low levels are VERY high to make "max quality" items. This was
intentional; so that people weren't making low level Enchanters just to mule enchant their gear.
This is a profession for DEDICATED crafters, with the rewards for everyone… not a skill the casual
player would likely pursue. The more powerful the source item used to "power" the Enchantment
process, the more likely it will actually succeed. Using Artifacts and powerful magical items will
allow the enchanter to create some very powerful items, specialized to their direct needs (assuming
they have the proper tomes and skill).
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2. Master Enchanter
Enchanting 90, Blacksmith 100, Magery 100
Base Enchantment = 76%
Skill Modifier x 2.5
Max # of Properties: 2
At 90 Enchanting, our test player can still only enchant a maximum of 2 properties, but now has a
skill modifier of x 2.5. Though our Test Enchanter has now passed the required skill level for many
properties (see Power Charts), they still are unable to complete many of the more advanced
enchantments. As such, our Enchanter can only create items 1 and 2 from our list. Let's run the
numbers.
1. Desired Item Power Level = 60 x 2.5 = 150
2. Desired Item Power Level = 108 x 2.5 = 270
Which gives us the following Difficulty Modifiers:
Enchanted Leather Tunic - Poison Resist +5 , Fire Resist +5
Source Item
1
2
3
4
5
6
7
Source Power Level
120
145
178
185
350
402
565
- Desired Item Power
-150
-150
-150
-150
-150
-150
-120
= Difficulty Modifier
-30%
-5%
+28%
+35%
+200%
+252%
+415%
So Base Enchant (76%) + Difficulty Modifier (0 to +445) + Ancient Bonus (no ASH or equiv. used)
+ Property Modifier (2 items, +5%) = our Success Rate, which comes to 51%, 76%, 96%, 96%, 96%,
96%, and 96%.
Enchanted Taming Jewelry - Taming +12, Animal Lore +6
Source Item
1
2
3
4
5
6
7
Source Power Level
120
145
178
185
350
402
565
- Desired Item Power
-270
-270
-270
-270
-270
-270
-216
= Difficulty Modifier
-140%
-125%
-92%
-85%
+80%
+132%
+295%
So Base Enchant (76%) + Difficulty Modifier (-204 to +241) + Ancient Bonus (no ASH or equiv.
used) + Property Modifier (2 items, +5%) = our Success Rate, which comes to 0% (impossible), 0%
(impossible), 0% (impossible), 0% (impossible), 96%, 96%, and 96%.
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3. Grandmaster Enchanter
Enchanting 100, Blacksmith 100, Magery 100
Base Enchantment = 80%
Skill Modifier x 2
Max # of Properties: 3
At 100 Enchanting, our test player can still only enchant a maximum of 3 properties, but now has a
skill modifier of x 2. Though our Test Enchanter has now passed the required skill level for many
properties (see Power Charts), they still are unable to complete many of the more advanced
enchantments. As such, our Enchanter can only create items 1, and 2 from our list. If item 4 did not
have 4 properties, our Enchanter could make it as well, but unfortunately he can only enchant up to
3 properties at this point of his development. Let's run the numbers.
1. Desired Item Power Level = 60 x 2 = 120
2. Desired Item Power Level = 108 x 2 = 216
Which gives us the following Difficulty Modifiers:
Enchanted Leather Tunic - Poison Resist +5 , Fire Resist +5
Source Item
1
2
3
4
5
6
7
Source Power Level
120
145
178
185
350
402
565
- Desired Item Power
-120
-120
-120
-120
-120
-120
-120
= Difficulty Modifier
0
+25%
+58%
+65%
+230%
+282%
+445%
So Base Enchant (80%) + Difficulty Modifier (0 to +445) + Ancient Bonus (no ASH or equiv. used)
+ Property Modifier (2 items, +5%) = our Success Rate, which comes to 85%, 96%, 96%, 96%, 96%,
96%, and 96%.
Enchanted Taming Jewelry - Taming +12, Animal Lore +6
Source Item
1
2
3
4
5
6
7
Source Power Level
120
145
178
185
350
402
565
- Desired Item Power
-216
-216
-216
-216
-216
-216
-216
= Difficulty Modifier
-96%
-71%
-38%
-31%
+134%
+186%
+349%
So Base Enchant (80%) + Difficulty Modifier (-204 to +241) + Ancient Bonus (no ASH or equiv.
used) + Property Modifier (2 items, +5%) = our Success Rate, which comes to 0% (impossible),
14%, 48%, 54%, 96%, 96%, and 96%.
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4. Elder Enchanter
Enchanting 110, Blacksmith 110, Magery 110
Base Enchantment = 88%
Skill Modifier x 1.5
Max # of Properties: 4
At 110 Enchanting, our test player can now enchant a maximum of 4 properties, and now has a skill
modifier of x 1.5. Though our Test Enchanter has now passed the required skill level for almost all
properties (see Power Charts), a handful of the most advanced enchantments (SSI, FC, Super
Slayers) are still beyond their abilities. As such, our Enchanter can still only create items 1, 2, and 4
from our list. If items 3 and 5 did not have the SSI property, our Enchanter could make it as well,
but due to balance it is restricted to Legendary Enchanters. Let's run the numbers.
1. Desired Item Power Level = 60 x 1.5 = 75
2. Desired Item Power Level = 108 x 1.5 = 162
4. Desired Item Power Level = 250 x 1.5 = 375
Which gives us the following Difficulty Modifiers:
Enchanted Leather Tunic - Poison Resist +5 , Fire Resist +5
Source Item
1
2
3
4
5
6
7
Source Power Level
120
145
178
185
350
402
565
- Desired Item Power
-75
-75
-75
-75
-75
-75
-75
= Difficulty Modifier
+45%
+70%
+103%
+110%
+275%
+327%
+490%
So Base Enchant (88%) + Difficulty Modifier (0 to +445) + Ancient Bonus (no ASH or equiv. used)
+ Property Modifier (2 items, +5%) = our Success Rate, which comes to 96% for all test items.
Enchanted Taming Jewelry - Taming +12, Animal Lore +6
Source Item
1
2
3
4
5
6
7
Source Power Level
120
145
178
185
350
402
565
- Desired Item Power
-162
-162
-162
-162
-162
-162
-162
= Difficulty Modifier
-42%
-17%
+16%
+23%
+188%
+240%
+403%
So Base Enchant (88%) + Difficulty Modifier (-204 to +241) + Ancient Bonus (no ASH or equiv.
used) + Property Modifier (2 items, +5%) = our Success Rate, which comes to 51%, 76%, 96%, 96%,
96%, 96%, and 96%.
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Enchanted Warrior's Shield - Spell Channeling, Defense Chance Increase +10%,
Hit Chance Increase +10%, Energy Resist +10%
Source Item
1
2
3
4
5
6
7
Source Power Level
120
145
178
185
350
402
565
- Desired Item Power
-375
-375
-375
-375
-375
-375
-375
= Difficulty Modifier
-255
-230
-197
-190
-25%
+27%
+190%
So Base Enchant (88%) + Difficulty Modifier (-255 to +190) + Ancient Bonus (no ASH or equiv.
used) + Property Modifier (4 items, -10%) = our Success Rate, which comes to 0% (impossible), 0%
(impossible), 0% (impossible), 0% (impossible), 63%, 96%, and 96%.
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5. Legendary Enchanter
Enchanting 120, Blacksmith 120, Magery 120
Base Enchantment = 96%
Skill Modifier x 1.5
Max # of Properties: 5
At 120 Enchanting, our test player has reached the pinnacle of Enchanting. They can enchant the
maximum of 5 properties, but now has the maximum skill modifier of x 1.25, allowing them to waste
as little power as possible in the conversion process. Our Test Enchanter has now passed the
required skill level for ALL properties (see Power Charts), allowing them to enchant any property
they have acquired scrolls for. As such, our Enchanter can create all of the test items from our list.
1. Desired Item Power Level = 60 x 1.25 = 75
2. Desired Item Power Level = 108 x 1.25 = 135
3. Desired Item Power Level = 195 x 1.25 = 244
4. Desired Item Power Level = 250 x 1.25 = 313
5. Desired Item Power Level = 325 x 1.25 = 406
6. Desired Item Power Level = 469 x 1.25 = 587
Which gives us the following Difficulty Modifiers:
Enchanted Leather Tunic - Poison Resist +5 , Fire Resist +5
Source Item
1
2
3
4
5
6
7
Source Power Level
120
145
178
185
350
402
565
- Desired Item Power
-75
-75
-75
-75
-75
-75
-75
= Difficulty Modifier
+50%
+70%
+103%
+110%
+275%
+327%
+490%
So Base Enchant (96%) + Difficulty Modifier (-37 to +408) + Ancient Bonus (no ASH or equiv.
used) + Property Modifier (2 items, +5%) = our Success Rate, which comes to 96% across the board.
Enchanted Taming Jewelry - Taming +12, Animal Lore +6
Source Item
1
2
3
4
5
6
7
Source Power Level
120
145
178
185
350
402
565
- Desired Item Power
-135
-135
-135
-135
-135
-135
-135
= Difficulty Modifier
-15%
+10%
+43%
+50%
+215%
+267%
+430%
So Base Enchant (96%) + Difficulty Modifier (-37 to +408) + Ancient Bonus (no ASH or equiv.
used) + Property Modifier (2 items, +5%) = our Success Rate, which comes to 86%, 96%, 96%, 96%,
96%, 96%, and 96%.
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Enchanted Training Dagger - Swing Speed Increase +25%, Hit Chance Increase +10%
Source Item
1
2
3
4
5
6
7
Source Power Level
120
145
178
185
350
402
565
- Desired Item Power
-244
-244
-244
-244
-244
-244
-244
= Difficulty Modifier
-124%
-99%
-66%
-59%
+106%
+158%
+321%
So Base Enchant (96%) + Difficulty Modifier (-167 to +278) + Ancient Bonus (no ASH or equiv.
used) + Property Modifier (2 items, +5%) = our Success Rate, which comes to 0% (impossible), 2%,
35%, 42%, 96%, 96%, and 96%.
Enchanted Warrior's Shield - Spell Channeling, Defense Chance Increase +10%, Hit Chance
Increase +10%, Energy Resist +10%
Source Item
1
2
3
4
5
6
7
Source Power Level
120
145
178
185
350
402
565
- Desired Item Power
-313
-313
-313
-313
-313
-313
-313
= Difficulty Modifier
-193%
-168%
-135%
-128%
+37%
+89%
+252%
So Base Enchant (96%) + Difficulty Modifier (-255 to +190) + Ancient Bonus (no ASH or equiv.
used) + Property Modifier (4 items, -10%) = our Success Rate, which comes to 0% (impossible), 0%
(impossible), 0% (impossible), 0% (impossible), 61%, 96%, and 96%.
Enchanted Fencer's Dagger - Swing Speed Increase 25%, Hit Spell Effect - Lightning 40%, Damage
Increase 40%
Source Item
1
2
3
4
5
6
7
Source Power Level
120
145
178
185
350
402
565
- Desired Item Power
-406
-406
-406
-406
-406
-406
-406
= Difficulty Modifier
-286%
-261%
-228%
-221%
-56%
-4%
+159%
So Base Enchant (96%) + Difficulty Modifier (-286 to +159) + Ancient Bonus (no ASH or equiv.
used) + Property Modifier (3 items, no modifier) = our Success Rate, which comes to 0%
(impossible), 0% (impossible), 0% (impossible), 0% (impossible), 40%, 92%, and 96%.
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Enchanted Bard/Mage Jewelry - Provoke +12%, Discordance +12%, Fast Cast 1, Fast Cast
Recovery 2, Lower Reagent Cost 15%
Source Item
1
2
3
4
5
6
7
Source Power Level
120
145
178
185
350
402
565
- Desired Item Power
-587
-587
-587
-587
-587
-587
-587
= Difficulty Modifier
-467%
-442%
-409%
-402%
-237%
-185%
-22%
So Base Enchant (96%) + Difficulty Modifier (-467 to -22) + Ancient Bonus (no ASH or equiv. used)
+ Property Modifier (5 items, -20%) = our Success Rate, which comes to 0% (impossible), 0%
(impossible), 0% (impossible), 0% (impossible), 0% (impossible), 0% (impossible), and 54%.
As you can see, even at the highest skill levels extremely powerful items require not only powerful
source items, but a degree of luck as well. As stated previously, this is NOT a replacement for
artifacts and runic items, merely a supplemental resource to allow players to use what they have to
create what they need.
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ENHANCING BARDING
While I feel that Barding is still an exciting and vibrant playstyle, it is generally left “out of the loop”
on extreme high end monsters… such as the Champion’s of Evil, Doom Bosses, and the upcoming
Paragons. Considering that Barding is the one template that is COMPLETELY PvM oriented, with
no realistic PvP use whatsoever, this seems to run against the grain of what Barding represents. This
proposal is an attempt to give Bards access to those “higher level” monsters while retaining their
intended purpose of requiring multiple players to defeat.
Bardic Circles
When 2 or more bards are in party with each other, they have the ability to create a “Bardic Circle”.
Bardic Circles increase the base success rates of existing Bardic Skills, including Provocation,
Peacemaking, and Discordance, for the Bardic Circle “Core Bard” (generally the most powerful Bard
in the group). The percentage by which the skills are enhanced is based on each Bards skill level,
the amount of Bards in the circle, and the instruments they are using.
Bardic Circle Bonus
[(Musicianship / 2) + Peacemaking + Provocation + Discordance + Instrument Modifier] / 10 + =
Base Circle Bonus
So a Pure Bard at Legendary level in all skills using a plain instrument would have a Base Circle
Bonus of 42%. Using a slayer instrument for the right monster would add a maximum Base Circle
of Bonus of 44%.
But this is not added for EVERY Bard in a Circle. Rather, there is a diminishing effect for each Bard
in the Circle. Since the maximum number of players in a party is 10, that is also the maximum
number of Bards that can contribute to a Bardic Circle. The scale of what percentage each adds to
the mix is as so:
Bardic Circle Chart
Circle Core
2nd Bard
3rd Bard
4th Bard
5th Bard
6th Bard
7th Bard
8th Bard
9th Bard
10th Bard
Adds nothing, but their skills are used as the “base” for bonuses.
Full Base Circle Bonus
3/4 of Base Circle Bonus
1/2 of Base Circle Bonus
1/4 of Base Circle Bonus
1/4 of Base Circle Bonus
1/8 of Base Circle Bonus
1/8 of Base Circle Bonus
1/16 of Base Circle Bonus
1/16 of Base Circle Bonus
The server will automatically place the “best fit” Bard in each position except the Circle Core, so
players do not have to list out their skills every time they link up to determine who would be the
best 2nd, 3rd, or 4th Bard for the Circle. The Circle Core, however, must be chosen by the players,
and it WILL be possible for players to choose a Bard who is actually less skilled then one (or all) of
the Circle members. To some, this might seem like a possible training exploit, but considering it
would take the cooperation of at least one Bard, and most likely more, to make any sort of
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difference, I think that is actually a good thing. There is nothing more boring then working up skills
alone.
So assuming that somehow a hypothetical party was composed of NOTHING but Pure Bards with
EVERY skill at Legendary, with ALL of them using the right slayer weapon, there would be a +138%
boost to the Circle Core’s Bardic Skills. This is the maximum bonus possible through the use of a
Bardic Circle, and is the EXTREME case scenario. Most Bards are not Pure Bards, and thus the
potential bonuses would likely be much lower in your typical scenario. But if AoS has taught us
anything, it is to plan for the extremes, as SOMEONE is going to end up with 200 Stamina!
*chuckles*
Circle Drawbacks
While engaged in a Bardic Circle, everyone except the Circle Core can not use their own Bardic
Skills. Doing so will instantly remove their contribution from the Circle, and any current Bardic
effects they contributed to (including breaking an existing Discordance, Peacemaking, or
Provocation effect).
For the duration of the Bardic Circle, all contributing Bards will loose 1 point of stamina per second.
This can be negated with the Focus skill and Stamina Regeneration items.
While engaged in a Bardic Circle, all bards must remain in the Circle party and within relative close
proximity to the Circle Core. Leaving the party will end their contribution to the Circle, as will
moving outside of the Circle range. Tentatively, I would suggest using the maximum range from the
Tracking skill, but this is still up for suggestions.
Please note that the contributing members of a Bardic Circle are free to use secondary abilities, such
as Magery, Warrior and Taming skills. Their only limitations are based on their Bardic abilities and
proximity to the Circle Core.
Creating a Bardic Circle
Creating a circle is simple. When clicking on any instrument, any player with points in ANY Bardic
skill will see an additional option, “Link to Bardic Circle”. Choosing this option will bring up a
Targeting cursor, allowing the player to select another player. If they attempt to choose someone
who does not have points in a Bardic skill, it will spit out the error message “That person is
unskilled in the ways of the Bard, and can not link to you.”
It would be ideal to add an additional macro option to the uo client as well, that upon pressing
automatically brings up the Circle Link targeting cursor (assuming that an instrument is already set
to default, if not, it would ask for the instrument first).
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New Artifacts to Enhance Barding Abilities
While I am all for adding new skills to the game to enhance our experience, I think Barding is pretty
much at its limit with 4 skills. So instead of adding new skills to the Barding Profession, I would
suggest adding new items that use the EXISTING skills to accomplish new effects. Here are a few
items that I feel would expand the Bard’s effective influence without upsetting the balance of their
class. In effect, these are companion items for the Barding profession, similar to a Tamer’s Ball of
Pet Summoning, and Mage/Melee characters Artifacts. These item based abilities CAN be stacked
with other Magery, Necromancy, Chivalry, and similar abilities, but the SAME effect can not be
“added” by multiple bards. Please not that the use of a Bardic Circle WILL enhance all of the effects
and durations on these items!
War Drums
When played by a properly schooled Bard, the savage sounds of this instrument strike fear in the
lesser creatures of Sosaria. Those struck by its effects will flee from the Bard at great haste.
Requires: GM Provocation
Mana Cost: 30
Stamina Cost: 10
Effect:
When used, the Bards Provocation Skill is multiplied times 20, and all creatures below this fame
level will flee from him at their maximum movement rate for (Music + Provocation + Peacemaking
+ Discordance)/40 seconds.
General Summary:
This item will allow Bards to “scare off” low level spawns, so that they might concentrate on more
difficult prey.
Pure Legendary Bard Example:
At 120 in all Bardic skills a bard would be able to scare of all creatures with a Fame level below
2,400 for 12 seconds. This covers, approximately, creatures at the bottom range of Level 2 fame,
such as Orcs, but not quite Harpies.
Bardic Circle Adjustments:
When War Drums are used by the Circle Core, they gain a bonus to their Provocation (for the
purposes of determining applicable Fame level) equal to their Bardic Circle Bonus percentage, and a
bonus to their duration equal to the Bardic Circle Bonus/10.
Extreme Bardic Circle Example:
Using our hypothetical Bardic Circle of all Pure Legendary Bards, they would be able to scare off all
creatures with a fame level of 5,160 for 26 seconds. This covers creatures in the Level 3 Fame range,
such as elementals.
The Heart of Battle
This treasured musical artifact has seen more victories and conquests on the battlefield then any
one soldier or general, even Minax herself! Somehow, the knowledge of the tactics and courage it
has witnessed has soaked into the wood, allowing skilled practitioners to summon those memories
to inspire their comrades at arms.
Requires: GM Discordance, Peacemaking, and Provocation
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Mana Cost: 60
Stamina Cost: 20
Effect:
When used, all players in the Bards party will receive a boost to HCI, DCI, and SSI equal to
(Musicianship + Provocation + Peacemaking + Discordance)/50 AND a boost to their FCR of
(Musicianship + Provocation + Peacemaking + Discordance)/200 for (Musicianship + Provocation
+ Peacemaking + Discordance)/8 seconds. This effect does NOT stack with another Bard’s use of
the same item, but will stack with magical item properties. Players can not exceed the natural caps
for these abilities.
General Summary:
This item allows Bards to “buff” the players in his parties, adding to their offensive and defensive
abilities, as well as their speed of attacks and spells. While helpful for PvM, this would actually add
a useful trait for PvP as well.
Pure Legendary Bard Example:
At 120 in all Bardic skills a bard would be able to boost his party members HCI, DCI, and SSI by
10% and FCR by 2 for 1 minute.
Bardic Circle Adjustments:
When the Heart of Battle is used by a Circle Core, they gain a bonus to each of the buffs.



HCI, DCI, and SSI gain the Bardic Circle Bonus/10
FCR gains the Bardic Circle Bonus/120
Durations gains the Bardic Circle Bonus/2 seconds
All of this is added to the Circle Core’s natural enhancements and duration.
Extreme Bardic Circle Example:
Using our hypothetical Bardic Circle of all Pure Legendary Bards, they would gain +24% to HCI,
DCI, and SSI, +3 to FCR, for 2 minutes and 9 seconds.
Felucca’s Tears
The soil of Felucca has seen years of strife and warfare, and it bleeds its sorrow into the trees of the
land. Some of these trees, through magic most curious, manifest the lands desire for healing by
imparting a restorative quality to the string instruments crafted from their boughs. It is said, that
when a skilled bard plays one of the magical artifacts, it is as if the wind were whistling through the
strings.
Requires: GM Peacekeeping
Mana Cost: 50
Stamina Cost: 15
Effect:
This instrument increases the Hit Point Regeneration and Stamina Regeneration rates of all players
in party with the Bard. HP Regeneration is increased by Peacemaking/40, and Stamina
Regeneration by Peacemaking/30, for (Musicianship + Provocation + Peacemaking +
Discordance)/8 seconds.
General Summary:
This item is purely defensive in nature, increasing the natural healing rates of players under its
influence.
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Pure Legendary Bard Example:
At 120 in all Bardic skills a bard would be able to increase HP Regeneration +3 and Stamina
Regeneration +4 for 1 minute.
Bardic Circle Adjustments:
When Felucca’s Tears is used by the Circle Core, they gain the following enhancements:



HP Regeneration adds Bardic Circle Bonus/50
Stamina Regeneration adds Bardic Circle Bonus/40
Durations gains the Bardic Circle Bonus/2 seconds
All of this is added to the Circle Core’s natural enhancements and duration.
Extreme Bardic Circle Example:
Using our hypothetical Bardic Circle of all Pure Legendary Bards, they would be able to enhance
their parties HP Regeneration by +5 and Stamina Regeneration by +7 for 2 minutes and 9 seconds.
Firehorn
The Firehorn will remain the same, with the exception of increased damage when a Circle Core uses
the item.
Bardic Circle Adjustments:
When Firehorns are used by the Circle Core, they gain a bonus of 1/5th the Base Circle Bonus to
ALL skills for the purpose of determining damage.
Extreme Bardic Circle Example:
Using our hypothetical Bardic Circle of all Pure Legendary Bards, they would be able to enhance the
damage of the Firehorn to:
Extreme Bardic Circle Firehorn Damage Range
NPC
Player
Average Damage
135
90
Damage, Min
121
81
Damage, Max
150
100
Range
121-150
81-100
NPC (60 R)
54
48
60
48-60
Player (60 R)
36
32
40
32-40
For those who think this might be a bit overwhelming in PvP, let’s remember how extremely
unlikely it would be to EVER see 10 Legendary Pure Bards PvPing together. Not to mention they
would totally get smeared, Firehorns or not.
Conclusion
It is my belief that this sort of system, which builds upon an existing linking system (party
grouping) and the introduction of new items to allow new abilities, instead of changing or adding
new skills, will facilitate a deeper level of interactivity for Bards in PvM combat. The idea is still
rough, however, and I suspect that many of the figures and calculations will be changed as it is
further refined (and balanced). If you have any constructive criticism or suggestions, I would love
to hear it!
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The Riddle Quest
[Quest Initiator starts quest at a Public Area]
Initiator:
The first part of your quest, lies 'cross a ribbon of blue
Where once dwelt a lass, in a house that lived true...
But dark magic came, killed what was alive
Now to its dead trunk, your quest is to strive...
[Answer: Dead Yew Tree North of TelRuid]
[The Spirit of the Dryad gives the next riddle]
[a pack horse named "a dryads tree" is positioned behind the Dead Yew tree holding a Comm
Crystal]
[a player named "a dryads tree" relates the following lines form another location]
a dryad:
You've come now to visit, but do not fear for me...
This is my home, and where I must be...
It seems as if dead, but time will show true...
For this is Spring, when life comes to Yew.
a dryad:
Here is your riddle, come through origin's dire...
Please be ready for battle, if victory you aspire...
a dryad:
Within ancient hewn stone, lies evil most fierce...
In the midst of deep wood, its cancer does pierce...
To answer this riddle, find an elven spectre dead...
Near evil disturbed, within a pentagram red.
[Answer: Yew Crypts]
[An elven spectre in the Yew Crypts in the pentagram room]
Spectre:
Oh mortals you've done, far better than I've known...
You've kept your fleshy shell, and intelligence shown...
But now you must answer, this next riddle clear...
But three guesses you have, lest you lose life dear.
Converse among yourselves, but 3 answers can be given!
Waste them not, Mortals, or your life shall be stricken!
But answer them true, and salvation I shall find,
Release from these chains, that to this world bind.
Spectre:
Now here is your riddle, listen close and be sure!
For if you all fail, I will be doomed evermore...
In darkness I find solace, where the sun does not lie,
It blinds my eye's senses, when outside I scry.
Content am I always, within earthen burrows,
Chasing my prey, with claws that dig furrows.
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[Answer: Mole/Shrew/Burrowing Rodent]
[First wrong answer]
Spectre:
You've wasted your guess on nonsense I see...
Just two more you're given before I pay the dark fee.
[Second wrong answer]
Spectre:
Again you have thrown your lot to the wind,
But one chance you have, my doom to rescind.
[Third wrong answer]
Spectre:
*wails as they fail‡
My soul is now forfeit, for your guesses aren't true!
The Abyss shall swallow me, rend my soul in two!
But I thank you for your efforts, and offer this boon,
The last riddle you seek, my death wail does croon.
[Correct answer]
Spectre:
You've answered my riddle, that is the correct guess...
My soul has been freed, with this spectral test!
In benefit I offer, this small token of faith...
The end of your quest, for kindness to this wraith.
Spectre:
Fires were once lit, in this rock bound circle
To celebrate life, to frolic and revel
Find what once brought joy, to all of you
And there lies the end, to your riddle quest true
*fades slowly away‡
[Spectre tabs out]
[Yew Fire Circle from the last Yew Festival... play on the word "you" in line 3.]
[Initiator meets the players at the fire pit]
Initiator:
You all have done well, with both sword and spell...
Shown bravery true, like the story's do tell...
Our gratitude is great, for what you have done...
So take this small prize, and let's have some fun!
[Initiator passes out the prizes to all the survivors...]
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Upheaval in Delucia
First, the facts.
1.
2.
3.
4.
5.
6.
7.
8.
T2A is not, technically, part of LB's realm.
LB's guards patrol Delucia and Papua.
The new "Champion Spawns" have brought a fearsome new evil to T2A backyards.
The Ophidians and Terethans are still duking it out.
The Ice Lands of the Gelidum are in T2A.
Evil vs. Good plots are boring as hell in the long term.
You want a plot line that does not, solely, revolve around PvP.
Of course, you all want this to be the best separate ever.
So with that all in mind, here is my concept.
Preface
Recently, the towns people of Papua and Delucia have been growing uneasy. Things have never
been easy in their lands, what with the Terethans and Ophidians constantly battling it out, but lately
new horrors have been showing up with alarming frequency. Adventurers from the lands of
"Britannia" have been pouring through town non-stop in an attempt to monopolize on some long
lost bit of knowledge they call "Power Scrolls", and in the process have been making a right mess of
things for all the residents. Enough of a mess, in fact, that the mayors of both towns (played by alts
of someone here) have decided to make a political alliance with each other and approach Brittania
to stop the madness. Many townsfolk place the blame of their current woes squarely on Brittania's
shoulders, since they never had problems like THIS before some hair-brained adventurers came
poking out of some cave a few decades back.
Beginning
How the High Council approaches the situation is up for grabs, but regardless of what they do the
Mayors return in two weeks to inform them that it isn't working, and Adventurers are still
destroying their towns. Things grow steadily more hostile, with messages on the High Council board
first asking, then demanding that Brittania cease its constant stream of hoodlums into their quiet
rural communities. At this stage, we should have a few people speak up in T2A's defense, stating
how they really are their own governing body and how we should do something to help alleviate
their concerns. At least one High Council members should be a part of this, speaking out on their
behalf with a sincere desire to help them. Things progress with no notable difference for an entire
month, while tempers rise and requests morph into demands.
Parties outside of the High Council, perhaps from other towns or organizations, should attempt to
contact the T2A natives, and this is where the trouble begins. An outside party from one or another
guild should breed the whisper of war into the ears of the T2Aers, with promises of support and the
ability to remove the "hostile forces of Lord British's Guards who are only there to suppress your
people", or some such. While normally a peaceful folk, they will fall under the sway of this honeytongued soothsayer and enter a formal declaration of war against Brittania. The battles lines are
drawn, and the PvP aspect of the scenario begins, with the Royal Guard and allied groups fighting
against the Delucians, Papuans, and allies. To start things off, the new unified forces of T2A stage a
midnight attack directly after a High Council meeting, and in the process capture the Royal Seal
(the symbol of authority by which the High Council "speaks" for Lord British.) Although suffering
casualties (a few of them should die to the Royal Guard during the attack), they manage to return to
T2A with the seal. Their demand, simple... remove all Brittanian guards, adventurers, and citizens
from their lands and it will be returned. Unable to comply with such a request the HC attempts to
settle the matter diplomatically, without success. Members of the HC should be divided on how to
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approach the situation, but in the end settle on war (perhaps a narrow vote win).
PvP Conflict
Battle continues for a month or so, under whatever rules you all draw up for such things. The main
point of contention is, of course, to capture the Royal Seal. There should be assassination attempts
on both sides, and of course moles sent to ferret out information, perhaps even ferreting out each
other and resulting in some makeshift war trials for treason against one or the other power, with
daring rescue attempts. During all this time, there should be visible public controversy over the
legitimacy of Brittania's place in T2A, the war effort for something as trivial (or important!) as the
Royal Seal, and of course the voices for both Peace and Destruction within each group. We should
encourage people to discuss and debate the issues, thus allowing them to not only make up their
own opinions on the situation, but to stand behind those opinions! At least once, the Royal Guard
and assembled allies should actually recapture the Royal Seal, only to have it snatched away at the
very last moment.
All of the leaders of the T2A forces will carry around with them at least one item crafted by "a white
wyrm" (I can make this stuff). The purpose of these items will vary, some as weapons, others armor,
some jewelry or clothing. Due to the nature of Fel T2A looting, they will not lose these items
UNLESS they are captured or taken in battle outside of T2A. The purpose of these items will remain
a mystery, though it should instigate some discussion, until the end of the conflict.
PVM Conflict
While all of this is going on, I will lead a seemingly unrelated quest via Nyfgard, the talking white
wyrm. He will be wandering about the lands, mostly in Tram, looking for agents of the Council of
Wyrms. According to Nyfgard, there is a group of rogue Gelidum white wyrms who are actively
campaigning against Britannia and all "warm bloods". This Council denies the existence of this
purported Peace Treaty with our inferior species, and is vying for dominance in our world.
The Nyfgard quests will be fairly straightforward, with a dungeon adventure leading up to a climax
battle against another talking wyrm (an agent of the Council), each providing yet another clue
leading up to the location of the Council. Eventually, somebody should bring up the fact that the
leaders of the T2A rebellion are carrying around items crafted by a white wyrm, and logically bring
one to Nyfgard to check out. Here we have a little RP ritual, with players asked to go out and gather
particularly difficult/rare supplies and whatnot, after which they will determine that these items are
being used to subtly control the minds of their bearers... and possibly provide a hint to the location
of this Council of Wyrms as well.
The Truth Becomes Known
Nyfgard (& players) approach the High Council with this news, and of course the HC/RG will relay
it over to their supposed enemies, either intentionally or through one of the moles. The leaders of
the T2A force will of course deny any such activity, but under scrutiny from their own people the
obvious attachment of these items "crafted by a white wyrm" will prove obvious. Once removed,
they each will (eventually, if somewhat begrudgingly) admit to a degree of confusion over the past
events, though they still feel strongly. A temporary truce is called, and the High Council and T2A
forces meet to discuss the situation. Nyfgard, by this time, has managed to scry the location where
the Council of Wyrms has fortified itself, conveniently right in time for the talks. When he shows up
at the meeting offering to provide access for both parties to confront this menace, everybody piles
into some gates and heads over.
Climax
After battling through whatever dungeon is decided on for the climax (Ice Dungeon is my choice),
the players will reach a group of 6 white wyrms (or so). When confronted, they revel and relish in
their scheme to turn the humans upon each other, allowing them to destroy each other so that they
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might rules the lands once more. As the talking ends, the hidden tamers release the dragons and the
players plough into them, wreaking havoc and killing the big baddies. Lots of loot (including
armor/weapons/arcane clothing crafted bya white wyrm, of course), and everybody goes home
happy.
Wrap Up
While the motivating factor behind bringing T2A and Brittania to war has been quelled, there are
still serious issues that warrant attention. Again, the two forces meet to discuss peace, and in the
end decide on a simple treaty. Lord British's guards are removed from the Lost Lands, and instead a
monthly stipend is awarded to each town for the purchase, training, and equipping of their own
guard. Furthermore, while Brittania cannot truly stop adventurers from passing through T2Ato
hunt for these "Power Scrolls", they can certainly help keep the lands safe. The Royal Guard will
therefore take it upon themselves to (once a month or so) stage a patrol throughout the lands of
T2A to quell the monster threat. Ie, a RG sponsored hunt.
Why I think this would be a good quest
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
It provides two sides where both are, in actuality, right. It gives the ability for both sides to
feel justified in their actions.
It allows a lot of room for political debate and discussion.
It automatically draws the HC and RG into the situation simply by its nature.
It is actually two quests, with very separate audiences (PvM Tram and PvP Fel), that are
combined together in the end.
It incorporates something that players haven't really seen in a while... ie a talking white
wyrm. Actually, multiple talking wyrms.
It has "quest items" in the form of the items crafted by the white wyrm which can be used
for sentimental value.
It is not a simple straightforward quest, with quite a bit of room for subterfuge. And of
course once the element of the Council of Wyrms participation becomes known it sort of
turns everything topsy turvy.
Due to the nature of outside involvement, it DOES allow peace to be contracted once that
element has been removed, therefore preventing continuing hostility in all but the most
extreme cases. In effect, the HC can pardon anyone involved on the grounds of their
manipulation by outside parties.
It relies not only on established UO history for the foundational alignment of T2A, but also
recaptures a piece of LS past with the inclusion of a rogue element of the Gelidum... thus
helping to preserve some of our fading Seer history.
It establishes political bodies AND personalities into T2A, allowing for the potential of
further quests/plot lines involving them either pivotally or secondarily.
It create a new purpose for the RG, both during the plot as a military force, and afterwards
with the creation of a regular hunt mandated by political process and given meaning
through months of RP.
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Developer and Player Coordination
A Better Questing World
The key to success in quests, in my opinion, is delegation. So we write the stories, we make a few
newbs, we establish a few "regular" characters for particular information types (player version of
NPC's), and we seed a few story posts on all the message boards. Then when everything is ready, we
let er' rip. A nice, open and shut, one day adventure with clear resolution, open return to the players
in the "lime light", and a spawn with real meaning. All keeping the Seer help as conservative as
possible, since frankly there just are just a lot less of them then there are of us.
First off, we could do some haunting in the ruins around Yew and Trinsic. These are a bunch of
really great story potential sites that are currently totally neglected. So lets fill that neglect with
some of our own efforts.
Scenario 1
Synopsis:
A typical "Ghosts needs ___ set a'right before they can find their eternal rest" plotline. Perhaps a
Knight was killed by a dragon in one of the cave's near Destard en route to deliver a message to his
superior in Trinsic, and cannot rest till it is delivered. The players must find the spirit, speak to it,
find out that they need to go to the site of his death, defeat the nasty undead that live there and the
dragon guardian, take the "scroll" from the dragon's corpse and deliver it to the Captain of the
Guard in Trinsic.
Startup: [Player run]
Instead of just having the Town Criers say "monsters here" or "Dupre needs help in Trinsic to fight
off Minax" it would make more sense to tell players to find the "a Baker" [ALT] in Yew, who has
been complaining of spirits haunting his old farmyard. The players go there, and the Baker tells
them about his family's old ruined farmyard at sextant coords ____, and how a spirit has been
haunting there for years.
Information Stage: [Player run]
He gives them directions to one of the ruins, and when they get there they find a player created
"wandering spirit"... perhaps named something like "a spectral knight" [ALT]. They talk to him, and
he tells them of his failed duty, and how he was attacked by a foul dragon while sleeping in this very
farmyard. His soul is now trapped here until his mission is completed.
The players find, in the gold chest that all ruins have, the knights journal, ending with the night of
his death ... but 4 days previous it tells of his encounter with a dragon in a cave near trinsic at ____
sextant coord's, where he helped to save a merchant caravan from the evil ministrations of a
dragon. So the players then make the leap that the same dragon must have been the one to pursue
the knight and slay him here.... and thus might have the missives that they need to deliver to Trinsic
for the Knight's soul to be at rest.
Conflict & Resolution Stage: [Seer run]
They run down to the cave, fight a lot of big meanies, and manage to slay the dragon [Seer] after he
makes a lot of threats and yadda yadda.... in the corpse is a collection of regular books, each of them
reports of various enemy encampments. Each is addressed to the Paladin Captain [Seer] in the
Paladin's Guild in Trinsic. The players run there and deliver the missive, and the spirit appears to
thank them for their efforts before disappearing one last time. They are congratulated by the
Paladin, and perhaps given a reward for their efforts.
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Scenario 2
OK, here is variation number two. There are an awful lot of abandoned ruins around Yew, which
also happens to have a brigand camp located very conveniently in the middle of them. So a Town
Crier starts spouting off that "Old Man Jake" is in the Skara Brae Tavern telling stories of the local
Brigands. Players go to the Tavern, where Jake tells the following tale of ____ that basically boils
down to the old mayor of Skara Brae having a rebellious first son who was outcast from his family
and the town for having an affair with the local hedge witch. (Skara is, historically, a very oppressive
society)
He is forced to leave and moves in with the witch, and while out hunting returns to find his house
burning and the witch dead. So he goes a little crazy, and starts burning all the farmyards in the
close proximity...
The Rangers start looking for him, but he's as elusive as a fox. Eventually he starts gathering
followers, until he finally makes the bold statement of opening his own stronghold. The ruins
scattered about the countryside are mainly his doing, and he's gone so crazy that he has his minions
attack just about anyone.
The players hear this story, and Jake tells them that the old mayor is actually still alive and living in
____ at sextant coords ____ . Perhaps they can go and talk him into seeking peace with his son?
They run off and find the old mayor in his house, who is bitter and at first refuses to hear anything
about it. But if they push long enough he agrees to at least try and "talk some sense into the damn
boy"... they lead him off to the brigand camp, where they are met by a huge avalanche of brigands.
They are victorious and eventually meet the son, who comes out just as belligerent.
Now the players have to be mediators between the father and son. The son thinks his father set the
townsfolk on his witch lover , which the father denies... the father thinks his son is a base criminal,
where the son claims to be acting in retribution and self defense.
Now here is the clencher, in the previous quest there will also be a few "journals" for the dragon in
various corpses that include some his favorite "kills"... in which the dragon included a section on "a
particularly tasty witch near Skara, who spent the better part of 20 minutes trying to defend herself
with her meager charms"...
This allows the players, who will undoubtably have some of the same people, put two and two
together to determine, based on the previous history of the lands THEY helped with, to come up
with the resolution to their current dilemma. When/if they bring this to light, the father and son will
see "some" of the light and agree to attempt to work out a resolution. Various brigands then defect
and attack the son AND father, and the players soundly trounce them all. Head back to Skara for a
big party, the end.
See, that's what I want to do. Make real cohesive fiction that not only is good at first, but has
CONTINUED meaning. leave leads in every quest for more quests, make it important to follow this
stuff not just for today's business, but for what will come tomorrow.
Give places and NPC's meaning and life, make their lore and history come alive with purpose, both
in what came "before" and what's going on now. Once we do that, it cant help but inspire more and
better RPing in the lands.
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UO Event Moderator - Origin Storyline Arc
Main Protagonists
Sareck Baltos (Sar) : Human Paladin : PvM Oriented
Primary Protagonist
Captain of the Guard : Luna Paladins… and maybe, eventually, Captain of the Royal Guard. Luna is
the primary bank of Origin, not Britain, so I am focusing my activities there. His office is in the
Luna Walls, which also includes a library.
Unique Item: Spear (Dawn Striker)
Event Types:
Lead combat oriented activities for the “good” side.
Reward Types:
Boots, Sashes, and Tunics named for the Luna Guard.
Alexia Yilvis (Alex) : Meer Mage/Scholar : RP Oriented
Loremaster : Moonglow Lyaceum (T)
Event Types:
Classes taught in the Lyaceum classrooms on Sosarian Lore and Legend. Not generally a
slotted “event” character for weekly events, but filler content in between and to keep player’s
up to date on what’s going on, what it means, and how it fits into Sosarian history.
Occasional visitor to RP oriented events (Tavern nights, etc.)
Reward Types:
Rare Books (working books with the graphics for the various open books and artifact books),
Forbidden Library Card.
Tyrshal Lyssriean (Tyr) : Elven Bard : RP Oriented
Master Bard : Wanderer/Heartwood
Unique Item: Bow (Nightingale’s Song)
Event Types:
Mainly, attendance at player events and relating of tales with a specific Elven slant. Tyr will
lead a few events introducing players to the Elven versions of the Virtues and the Elven
homeland, and possibly a few of the unique UO:ML features.
Reward Types:
Non-Dyable Red Roses (A Delicate Elven Rose), Artifact Instruments
Side Protagonists
Nethaniel : Ethereal Warrior : RP/PvM Oriented
Guardian of Luna
Event Types:
Event specific RPC and constant oracle, brought in only by completion of a specific ritual to
aid in Luna’s defense.
Reward Types (loot):
Good Oriented Artifacts
Leyforinallia : Treefellow : RP/PvM Oriented
Grove Warden
Event Types:
Event specific RPC and constant Oracle, used as an RPC only for specific plotlines. Creator
of the Tree of Life, which will be used to protect Luna from Drax’veltos’ blight.
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Reward Types:
Rare Seeds, Good Oriented Artifacts, Event Specific Reward (an invulnerable oracle pixie to
be placed a public area).
Sergeant Malfor : Human Guard : Oracle
Sergeant of the Luna Guard
Event Types:
General notification oracle, stationed in Luna at Sar’s office. Capable of keeping the players
up to date on the current plotline and background specifics on the various characters
involved.
Mylla : Human Librarian : Oracle
Assistant Librarian
Event Types:
General notification oracle, stationed in the Trammel Moonglow Lyaceum. Capable of
keeping the players up to date on Alexia and her classes, as well as background specifics on
the various characters involved.
Main Antagonists
Drax’veltos (Drax) : Arcane Demon : PvP/PvM Oriented
Primary Antagonist
Commander of the Veltic Horde
Event Types:
PvP Tournaments to find “gifted soliders”, PvM battles against the Elves/Luna and Sareck.
Reward Types:
Undetermined
Krag’veltos (Krag) : Balron Demon : PvP/PvM Oriented
General of the Veltic Horde
Event Types:
Killing players.
Reward Types:
Undetermined
Garr’veltos (Garr) : Balron Demon : PvP/PvM Oriented
General of the Veltic Horde
Event Types:
Killing players.
Reward Types:
Undetermined
Side Antagonist
Callista : Ancient Wyrm : RP/PvM Oriented
Event Types:
Event specific RPC, who’s only purpose is to provide the Tomes of the Arcanist.
Reward Types (loot):
Evil Oriented Artifacts & the Tome of Arcanist (not a true loot drop)
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General Storyline
Overall Focus:
My intent is to create a range of events that are focused for specific play styles, allowing all players a
chance at something they might enjoy. On Origin the players are mainly divided into three camps,
Champ Spawns (almost all PvP is at Champ Spawns), RP (mainly focused in the player town of
Elen’Mar by Skara Brae), and PvM (with the only central base being the Luna Bank). For all
intensive purposes, Luna is the only inhabited OSI Town on the shard, so event plotlines use it as a
central focus point.
The first few events attempt to draw lines in the sand, so to speak, between the forces of Luna and
those of the Veltic Horde. Players will be given the opportunity to “join” the horde, and I hope that
some enterprising Fel guilds make a Veltic Horde alliance.
Pre-event 1:
Telnarn introduces the players to Sar, the new Captain of the Luna Guard. Sar’s office is being
rebuilt in the city walls, and he has offered Tel a position as a scribe in his new entourage (allowing
me to keep both my robe and RPC close to the main center of Origin commerce). Sar mentions his
plans to build up Luna’s defenses, and speaks of rumors of a new threat in Malas, the Veltic Horde,
led by the demon Drax’veltos.
Placement of Sergeant Malfor and programming of basic background info. Customization of Sar’s
office and library.
Event 1: Onslaught of the Veltic Horde
The Demon Drax has set the sights of his Veltic Horde on the most lucrative center of commerce in
Sosaria (on Origin, at least), Luna. Assembling a massive demonic presence in the Necromancer
town of Umbra, he sets off for a cross country invasion to Luna. The players must stop him before
he reaches Luna. Drax retreats to Fel with his defeat.
Pre-Event 2:
Drax begins development of his Fel Complex by taking over Demon Isle in Fel. Much tougher
Demon & Dragon Spawns are added, and a part of the basement complex is tailored to be suitable
for an evil henchman. Add a collection point both to the Luna Gates and Fel Fire Temple Gates.
Add a more advanced gate to the Temple, including a porticulis.
Sar and Tel both tell the players of this new development, so they can go check it out for themselves,
and ask them to begin collecting contributions for the protection of Luna. Program Sergeant Malor
with corresponding information.
A demon oracle at the front of the Temple tells players that they can join Drax and his conquest by
contributing to their war efforts, and that soon Drax will begin recruiting from amongst the mortals
for their next battle.
Event 2: Failed Raid of Drax’s Temple
Sar calls the players to take the battle to Drax’s new base, and they head to Felucca’s Fire Temple,
with a warning to the dangerous nature of Fel and the inevitable bloodshed. They get there, and are
greeted by Drax at the gates, who tells them to run back top Luna before his patience grows thin.
He claims that his forces have been enchanted, and that all the swords and spells in Sosaria could
not beat him now. When Sar presses to the attack, he leaves in a bolt of lightning, telling the players
they can throw their lives away if they wish.
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The players are then beaten back by the nasty Veltic Horde that has taken residence in the Temple.
Several of the higher ranking members of Veltic’s forces seem impossible to kill, regenerating as
quickly as they are damaged. Sar calls a retreat to Luna and tells the players that the situation is
dire indeed. They must find a way to break whatever spell Drax has placed on his forces before they
can even consider attacking them in force.
Pre-event 3:
Tel and Sar mention to players that they have heard rumors of Alexia Yilvis, a Meer Loremaster who
works at the Moonglow Lyaceum, and perhaps she can help them discover the source of Drax’s
power. Create the oracle Mylla, who tells the players that Alexia is out doing some research, but
that she will be holding a class on the History of Magic on ______ (date) here at the Lyaceum.
Event 3: The Tome of the Arcanist
Sar gathers the players, having learned from several sources that Alexia is holding a class that very
afternoon. He is planning to attend, and asks the players to please be respectful of the class while
they are there. They gate in, and catch the end of Alex’s class, where Sar approaches her at the
zoned out front of the class. He tells her of Drax, and asks if she knows of any sort of enchantment
that might make his forces almost impossible to kill. She does indeed, but tells them that they must
collect a rare artifact and heart from the clutches of Callista, an Ancient Wyrm of daunting power in
the depths of Destard, before they can hope to overcome it. Sar creates a gate to Destard, and they
fight their way through lots of Dragon Kin till they hit the Ancient Wyrm’s lair, where they slay her
and Sar takes the Tome of the Arcanists and the wyrm’s heart.
The group returns to Alex, who tells them that it will take some time to decipher the tomes. She will
send Mylla to find them when she has interpreted the Tomes and they are ready to begin.
Pre-event 4:
Drax wanders through the various Champ Spawns throughout the week, telling those who he
encounters that he has need of Mercenaries of their ilk. He tells them to listen for his voice on the
wind soon, where he will summon all of their dark cast. Sar and Tel speak of rumors of a gathering
of brigands and outcasts in the lands of Felucca, and encourage players to redouble their
contributions. War is coming to Luna, and they must not be unprepared!
Event 4: Drax’s Tournament of Blood
Drax summons all warriors of evil intent to his Temple, and offers them the opportunity to prove
their mettle. A portal lies before him, leading to a battleground deep in the bowels of Sosaria, where
he will test the mettle of their dark spirits. If they choose to accept this charge, then they will all be
allowed to enter… but only one will be allowed to leave as victor. The rest must depart as ghosts,
leaving behind everything they had not insured.
Those brave enough to accept the challenge enter the gate and find themselves in a dark caravan
(still in Fel) where they kill each other until only one warrior is left alive. He or she is then given the
option of their reward: an item of immense power (artifact level… make a mage, archer, and dexxer
variation), prestige and renown (add “of the Veltic Horde” to their name.. but .TELL them so that
they know what they are choosing), or a chance to serve him directly.
If they choose to serve Drax directly, Drax uses mirror image and then pulls in a toned down
version of himself, telling the player he must defeat his shadow before he can walk in it. If the
player fails, he is given the item of immense power. If he succeeds, he gets the item and the name.
Drax then tells the rest of the warriors (still ghosts) that they have performed adequately, and if
they wish to serve him, he will accept them into his service. Spawn some Priests of Mondain, open a
gate out of the dungeon, and pass out “Mercenary of the Veltic Horde” sashes to all those who
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participated, and encourage the players to spread the destruction across all of Felucca.
Event 5: Alexia Reveals Magic Afoot!
Alexia summons Sar and the players, informing them that she has discovered some startling news.
Tome reveals that Drax is using the Blight in Yew to empower his general’s immunities. Grove
needed to open the portal and power it. Speak with the Meer around Yew and in Ilshenar to
discover more. Meer Oracles lead to Treefellow Town
Event 6: Expedition to Treefellow Town
Players must convince the Treefellow Elders to aid them in their attempt to plant a grove in Yew.
Treefellow Oracles for color. Create Treefellow grove in Malas. Plant tree in Luna.
Event 7: Planting of the Grove, Drax Attacks!
Players must defend the Treefellows as they plant the grove around the Yew Portal. Treefellow
Oracle to describe grove and it’s purpose.
Event 8: Opening of the Portal, Drax Attacks!
Players must defend Meer as they cast their spell to open the portal.
Cut this event if we run behind, combining it with Event 7.
Event 9: Siege of Luna
With the invulnerability enchantment of the Veltic Horde broken, Drax throws caution to the wind
and places Luna under full siege with the assistance of his new Mercenaries. Constant spawns
outside of Luna for an entire week.
Event 10: Death of Drax’Valtos
Drax’Valtos enters the fray, and is finally slain, ending the one week siege.
Event 11: Grand Celebration : The Sosarian Olympics
A series of games and parties celebrating the successful cleansing of Yew, introduction of the
Smurfs, and defeat of Drax’veltos and the Veltic Horde. Commander of the Royal Guard makes an
appearance, demanding Luna’s aid in establishing peace in Felucca. Argument breaks out over
where Britannian’s army was when Luna was threatened… legitimacy of Britannia’s claim on Malas
questioned. Britannia claims Luna as a provincial district, Luna disputes claim.
Event 12: Luna Declares it’s Official Independence from Britannia
Sar delivers his ultimatum to the Ruling Council. Players are encouraged to take up the political
debate during the off arc season, drawing their own battle lines and coming to their own resolution.
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Sample Programming for an NPC Oracle
Name: Dagor of the Veltic Horde
Form (ID):
Balron (ID# 5733806)
Created by:
Kalag
Location:
Outside the Felucca Fire Isle Temple (4595,3627,30)F
Keyword
dagor
veltic
horde
drax
drax’veltos
necromancers
necro
luna
umbra
fire
isle
temple
demon
sareck
baltos
guard
britain
royal
british
join
recruits
murder
fighting
worthy
battle
prove
ilk
defeat
war
sosaria
call
bloodbath
task
failed
burn
walls
conquer
punished
failure
lord
Text
I am Dagor, mortal. What business have you with the Horde?
The Horde is very powerful, do not let those necromancers fool you.
Yes, the Veltic Horde, army of Drax’veltos.
Drax’veltos is Commander of the Horde. He will conquer all!
You think you are worthy to speak of our Lord so?
Pathetic. Their defeat only proves their unworthiness.
Miserable mortals. They claim great power, yet failed in their task.
Luna’s walls will crumble beneath Drax’veltos and the Horde!
Do not speak of those weaklings. They will be punished for their failure!
Fire will rain upon Luna.
This isle is claimed by Drax’veltos.
The temple has been claimed by the Veltic Horde. Enter at your own peril.
Yes, I am a demon. You are a mortal. I win, fool.
The Captain of the Luna Guard? He is no match for Drax’veltos!
That mortal’s skin will make a fine wall hanging.
*laughs* It will require more then that mob of simpletons to stop the Horde!
We have no interest in Britannia just yet, but once the riches of Luna are ours...
The Royal Guard? They are even weaker then Luna’s Guard.
Why do you ask of British? He is gone, and his land is ripe for plundering.
If you wish to serve Drax’veltos, you must prove your skill in fighting.
If you wish to serve Drax’veltos, you must prove your skill in fighting.
*laughs* You are a bloodthirsty one! Listen for the call to the Bloodbath.
Yes, you must prove your skill in murder before you may join the Horde.
You must prove your worthiness in battle, mortal.
Yes, Drax’veltos requires all new recruits to show their skills.
*laughs* Soon, mortal. Drax’veltos will call for your ilk soon.
Do you think you deserve a better name?
Yes, the Necros were defeated in their advance on Luna… but the war continues.
Drax’veltos will burn Luna and conquer all of Sosaria.
Yes, all of Sosaria will fall to the Veltic Horde.
When the time is right, Drax’veltos will summon you.
Survive the Bloodbath and Drax’veltos might deem you a worthy Hordeling.
Where the Necromancers have failed, Drax’veltos will conquer.
The Necros have failed, but Drax’veltos will not. Luna will burn!
The ashes of Luna will sully their yellow walls forever.
No walls can withstand the might of the Veltic Horde.
All of Sosaria will fall to the Veltic Horde.
Drax’veltos does not suffer the company of fools.
Drax’veltos has only one punishment for failure… death!
All will bow to Drax’veltos.
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The Rescue of Tyr
Sareck gathers the players at Luna, informing them that his spies have discovered the location of
the kidnapped Elf, Tyr’shal. Unfortunately, he is being held in the Demon Temple on Fire Isle,
Felucca. He asks for volunteers from the assembled guard who will be willing to make a raid into
the temple to rescue Tyr, with the remaining Guard staying behind to take the offensive to the
invasion and stomp out the Horde once and for all! Sareck makes it very obvious that participating
in the Demon Temple raid is exceedingly dangerous, and will likely result in their death and loss of
gear.
Sareck instructs those staying behind to “man the South gate” as the main offensive seems to be
directed there. He picks three of the Knights that are staying and leaves them in charge of
coordinating the attack until he returns. Then he opens a gate for the Felucca raiding party and
heads out.
Trammel:
K or Z drop a dark father every so often at the South Gate throughout the Felucca event, depending
on the increased spawn tiles to compensate for lack of EM spawning.
Felucca:
Sareck gates the players directly inside the Fire Isle Temple, where a host of demons is waiting for
them (and likely some red mercenaries that have joined the Veltic Horde). Their objective is to find
Tyr (located next to a manacle post near the altar) and free him. When the players find him, he tells
them that the key to his manacles is on ____ (one of the mini bosses), and that they must slay him
to retrieve it! As the players then kill the mini boss Sareck will “find” the key, releasing Sareck. He
then calls for a retreat to Luna, and they join the forces defending the town.
GM spawns any remaining dark fathers, they fight while the GM deletes spawn points and slowly
the siege dwindles away. Drax appears and tells the players that they might have defeated his
Horde, but they have not defeated him! He then proceeds to attack them… slaughtering all in his
path.
If Drax is defeated:
If the players defeat Drax, then he GM reappears as Drax (but with ethy hue and renamed as
“Spectre of Drax’veltos” or some such) and warns the players that he will find his way back to their
world… they have not seen the last of him!
If after 20 minutes or so Drax is still alive:
K deletes Drax and reappears, telling the players that they might have defeated his Horde, but he
will assemble a new one and return! Poofs off in a fireball.
Sareck then knights a few players (including a number of players whom he singled out for their
defense of Luna) and we wrap up, with Sareck announcing that a Festival will be planed over the
next few weeks to celebrate the defeat of the Veltic Horde (and defeat of Drax’veltos, if appropriate).
Spawn:
Balrons .sp 582
Chaos Demons .sp 4622
Molochs .sp 4624
Ice Fiends .sp 614
Daemons .sp 597
Devourer of Souls .sp 4605
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Executioners .sp 5520
Imps .sp 636
And the occasional Ethereal Warrior as the forces of light “aid” our players:
Ethereal Warriors .sp 725
Setup:
Add additional spawn points at Luna for increased spawn.
Create 5 dark father demon spawns for the South Gate spawn. These should be difficult, but not
impossible.
Add additional spawn points at the Demon Temple for increased spawn.
Create 2 boss demons, medium tough for the Demon Temple.
Convert helper EM to copy of Tyr’shal.
Convert K to Drax’veltos the Conqueror form.
Create Drax’veltos the Conqueror clone, EXTREMELY tough, with Paroxysmus pet eating and as
many advantages as possible. This guy should be the toughest boss on Sosaria.
Add a manacle and post to the fire island temple stage for Tyr.
Unrelated to current event, but needed for future event:
Empower new RPC with human form and insta bandy.
Wrap Up:
Sareck knights the players who have shown behavior worthy Luna’s honor, and makes sure they
understand the importance of the springs.
Rewards:
10 Surcoats “Knight of the Luna Guard” died the same blue as Sarecks. Handed out as rewards for
good behavior.
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The Cleansing of Yew
Earlier today, Sareck received word from Leyf the Treefellow Elder that the preparations for the
ritual had been completed. As Sareck is gathering the troops in Luna, Nethaniel appears and
informs the gathered citizens and Luna Guard that he will stay behind with his Ethereal Troops and
guard Luna while they are at Yew. He also tells Sareck that he must choose three human advocates
from the audience to participate in the ritual, as representatives of Humanity.
Sareck makes his selections from the audience, then they all gate to Yew. Alexia and Leyf are
already there, and they instruct the three humans to take their places inside Yew Center. The ritual
begins, with Sareck queing the players to add their own parts. As they are finishing the ritual,
Drax’veltos and his minions attack.
The players must defend Alexia, Leyf, and the players as they finish the ritual. If any of them die,
Leyf explodes (flame strikes himself and dies) and Z sets off the end effect.
Once the ritual is completed, or someone dies, Z set the permanent special effect on top of where
the Elven Gate will be. Regardless of how we get there, Leyf and Alexia both exclaim that something
is very very wrong… there is entirely too much magical energy being released from the spell. Leyf
opens a gate and returns to Ilshenar (or just lies there dead if he’s been killed) and Alexia and
Sareck finish killing off the Veltic Horde arrayed against them.
At the end of the battle, Drax’veltos himself appears and fights with the players, but though they can
now HURT him he still seems impossible to kill. He flees as his forces are decimated, leaving the
players in Yew. Sareck leads the players back to Luna with Alexia, where she speaks in more detail
about how something must have gone wrong… Drax’veltos was no longer invulnerable, but Yew was
still blighted. But the power that was released… it was unbelievable. SOMETHING is happening,
but she has no idea what. She leaves to consult with Leyf, or someone else of knowledge if Leyf is
dead.
Sareck then knights a few players (including a number of players whom he singled out for their
defense of Luna) and we wrap up.
Spawn:
Balrons .sp 582
Chaos Demons .sp 4622
Molochs .sp 4624
Ice Fiends .sp 614
Daemons .sp 597
Devourer of Souls .sp 4605
Executioners .sp 5520
Imps .sp 636
And the occasional Ethereal Warrior as the forces of light “aid” our players: Ethereal Warriors .sp
725
Setup:


Convert Sam to the Centaur Caymial. Tweak HPs to 1.
Create “A Demonic Assassin”, ninja clothing, and have Sam attack the centaur before the event,
then set him to SA/TR over for a quick kill.
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




Turn off guard zone in the area around the stage (to allow for the assassination of Caymial).
Add basic walls with rope ladder teleports to Luna’s inner keep, west and east gates. You can
cut this if we are time crunched, but I’d like to keep the spawn out of the Inner Keep for now.
Create multiple super demons (misc. forms from the spawn list) with extremely tough offensive
abilities (as many as we can handle in the time limit).
Multiple semi-permanent spawn points with various spawn set surrounding Luna, especially at
the South Gate.
Create 10 “Knight of the Luna Guard” surcoats, hued the same as Sareck’s.
Walk-Thru:
Earlier today, Sareck received word from Leyf the Treefellow Elder that the preparations for the
ritual had been completed. As Sareck is gathering the troops in Luna, Nethaniel appears and
informs the gathered citizens and Luna Guard that he will stay behind with his Ethereal Troops and
guard Luna while they are at Yew. He also tells Sareck that he must choose three of human
advocates from the audience to participate in the ritual, as representatives of Humanity.
Sareck makes his selections from the audience, then they all gate to Yew. Alexia and Leyf are
already there, and they instruct the three humans to take their places inside Yew Center. The ritual
begins, with Sareck queing the players to add their own parts. As they are finishing the ritual,
Drax’veltos and his minions attack.
The players must defend Alexia, Leyf, and the players as they finish the ritual. If any of them die,
Leyf explodes (flame strikes himself and dies) and Z sets off the end effect.
Once the ritual is completed, or someone dies, Z set the permanent special effect on top of where
the Elven Gate will be. Regardless of how we get gere, Leyf and Alexia both exclaim that something
is very very wrong… there is entirely too much magical energy being released from the spell. Leyf
opens a gate and returns to Ilshenar (or just lies there dead if he’s been killed) and Alexia and
Sareck finish killing off the Veltic Horde arrayed against them.
At the end of the battle, Drax’veltos himself appears and fights with the players, but though they can
now HURT him he still seems impossible to kill. He flees as his forces are decimated, leaving the
players in Yew. Sareck leads the players back to Luna with Alexia, where she talks more detail
about how something must have gone wrong… Drax’veltos was no longer invulnerable, but Yew was
still blighted. But the power that was released… it was unbelievable. SOMETHING is happening,
but she has no idea what. She leaves to consult with Leyf.
Sareck then knights a few players (including a number of players whom he singled out for their
defense of Luna) and we wrap up.
Wrap Up:
Sareck knights the players who have shown behavior worthy Luna’s honor, and makes sure they
understand the importance of the springs.
Rewards:
10 Surcoats “Knight of the Luna Guard” died the same blue as Sarecks. Handed out as rewards for
good behavior.
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Memories, Visions, and Journeys
Memories:
Talanithus lay within his Glade's Gazebo, the idle brook's passage bringing a comforting melody to
his ears. The sun, already warm even though winter had just begun to shake free its grip from the
world, soaked Tal in its comforting rays. With a languid stretch that would make a cat envious, Tal
snatched up a goblet of cooled Fey. The condensation about the crystal goblet's girth made its hold
slippery, yet Tal deftly brought it to his lips and took a deep measure of its pleasures.
"Sweets," came a seductive growl from beneath the scattered pillows that littered the marble floors
breadth, "you're blockin' the sunlight. Move back over here."
Tal smiled as he turned towards his lover's voice, his dusky grey hands moving with a musician's
grace to push an errant strand of snow-white hair from his face. His eyes sparkled into brilliant blue
fire as a mischievous smile crossed his lips. With a swift twist, he grabbed Chyanna's leg and pulled
her into his lap.
"But why, Lirimamin" was Tal's wry response as Chy's surprised face came swinging to an abrupt
halt just inches from his own, "when I can simply drag you into the light with me."
Her upraised eyebrow from Tal's sudden move was suddenly swallowed whole as her delicious lips
curled into that oh so tantalizing smile. "As you wish, Sweets. Just as long as you can hold me."
"Oh well... I don't think that should be a problem." replied Tal as he swept in and wrapped his arms
about her, drawing her into his embrace. Their eyes, lightly lidded in a sleeper's gaze, caught each
other in a moment of pure need. Their hands grasped each other closer, and their lips met with the
union of those who thirst for a lifetime, and find that thirst suddenly quenched without reserve.
Moments passed within that embrace, each lost in the others warmth, then...
"Argh!!" yelled Tal, swiftly jumping to his feet as he felt the icy wetness of his Fey drench his
breeches, Chy, rolling agilely to her feet, was lost in a fit of laughter. Her emerald eyes flashed with
mischievous appreciation of her handiwork as she backed from the gazebo on the balls of her feet.
"You were getting' to hot for your breeches, Grey" she taunted coyly, "You needed some coolin'"
"Cool me off, eh?" replied Tal as his lips stretched into a smile, "we shall see who needs a cooling,
Lass."
With that, Tal set off after her, the two chasing each other around the glade with laughter peeling
forth to the heavens. Just as Tal was just about to catch her, Chy spun about in a low arch, one of
her shapely legs sweeping to catch Tal's own and send him sprawling forward, into the laughing
brook's lap.
Splash!
Chyanna doubled over into laughter as she watched the sopping wet Tal lift his head, his snowwhite mane drooping about him like a dog's wet fur. Her giggles warmed Tal's heart, even with the
freezing winter's bounty running about his thighs. With a wry grin, he twisted his hands in a swift
series of arcane gestures, his eyes glowing with blue fire as he summoned the magical energies that
were his birthright.
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Chyanna, still caught in the depths of laughter, was suddenly lifted straight into the air, her form
sent flying into the midst of the brook's expanse. With a startled yelp, she was swallowed under
water. Tal, knowing all to well the welcome he was about to receive, ducked into the water himself,
swimming forward with the brook until he reached the pond's entrance. Still holding his breath, he
swam to the low hanging boughs of a shore side willow tree, emerging and creeping up the bank to
peer about the Glade's expanse.
"Chy, Love!" yelled Tal, projecting his voice to the Gazebo with well trained Bardic skills, "where are
you, Love? Why don't you come back to the Pavilion?"
A hand closed about his ankle, yanking him backwards into the pond. With an undignified yelp, Tal
felt himself fly into the soft, yet steely embrace of his lover. "But why, Sweets? When I can I bring
you into the pond with me." Was Chyanna's laughing reply. "Thought you could sneak out on me,
eh? The stealthiest Wethril in the lands?"
Tal's reply was lost as she pulled his mouth to hers, and the world was swallowed in their embrace.
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Visions:
Talanithus lay still, Chyanna's sleeping form curled about his own in a lover's embrace. He could
feel her body's warmth merging with his own, and it melted his heart to feel such contentment once
again. It had been so long... so many broken roads, and so many shattered dreams. It seemed that
such was a Priest's life, always torn by his duty, never truly his own. Yet now, for this moment, he
could feel the life he craved... Feel the woman at his side and not look for what the future held.
What twisted path his destiny would force him, once Eru called him again to the road's long
journey.
Chy understood. She knew his life was not his own, yet she was content to share what time they did
have. For that, Tal was eternally grateful. There were few in this world who could accept such a
lover, and truly understand. With a sigh, he dipped his head back, staring into the night's starry
expanse. The Moon, Sehanine's charge, was consort to his Lord... yet they were ever apart. She so
far from her lover's arms. Perhaps it is not just the Priests who forsake a life of simple love. Perhaps
not at all...
Tal's eyes closed as he slipped into his reverie, reliving the moments of the day and other's before it.
A smile crossed his dozing features for the beauty of it all. He had never known such wonder as he
had found within NeverWinter, and Eru curse him but he did never wish to leave its borders.
With that thought, he felt his reverie shift. His thoughts lost their tangible hold, his command cast
into the night as he was pulled into a true dream, and something more.
Darkness.
Not the pale dark of the night, with the stars and moon to light its path, but true dark. The dark that
is the absence of all light wrapped him in a shroud of cold isolation. There was no feeling to this
place, no up or down. Tal's feet felt no touch. He floated in a void of nothing, and he was lost in
confusion as to the nature of this dream he was suddenly caught in. No vision of Eru or Eilistraee's
felt this... this... lonely. There was always a feeling of companionship, of coming home. Here, there
was nothing outside of himself.
For what seemed an eternity, Tal floated through that void. His thoughts, his only company, idled
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the time away with memories of this past year amongst the Tel'Mithrim. Times of joy and times of
sorrow, times of victory and defeat. They all joined in the forging of bonds that were eternal, true
mellonea. He knew he was blessed for the gift he had been given. Then there came a break in the
darkness.
A cave, no... a hollowed out room, grew slowly into focus. Mori'Quessir, their dark armor and
weapons girt about them in their perpetual battle for dominance, stood about a circular table. At its
head was a Female Drow, her ebony skin glistening in the light of a magic she was weaving before
her. Beside her were two other Female's, all three obviously Yathrin. The rest of the room's
occupants were males, warriors all save a lone Qu'el'faeruk who stood opposite the Yathrin, his eyes
closed in obvious control of some spell. Tal watched, yet no word or sound could he hear, his ears
deaf to the scene before him.
Wary, Tal attempted to exert some control over himself, yet he felt no response in his limbs. In fact,
within the spells minuscule illumination, he could see no limbs for him to exert control over! His
consciousness, his mind, it was here. Yet no body accompanied it. His sense scoured the room for
any clue that the Mori'Quessir might know of his presence, yet one and all, they ignored him. A long
moment passed, and still nothing could he find to give him any idea to who or what had brought
him here. Intrigue grew over caution as Tal sat silently within the room's depths, and finally he
surveyed the contents of the Yathrin's weavings.
Centered within the circular table lay a sphere of purple light, images passing hazily within its
depths. Tal's eyes strained to make out its contents, and as he did so he felt his perception shift to
hover directly over the Qu'el'faeruk's shoulder. From there, he recognized the weaving's contents.
There, outlined within Lloth's dark spell craft, stood the Tower of the Blue Flame... his home. His
Mother, Elayse, stood atop the Tower's battlements, the garden behind her achingly beautiful for
the time he had spent away from it. A swift pang of homesickness surged through him, brutally
overwhelmed by the nauseating knowledge that these Mori'Quessir were scrying his Mother.
Scrying his mother, and piercing the keep's magical protections to do so. He looked about, hoping to
gain some word of what was about, yet the Mori's dark faces revealed nothing to him.
The Yathrin at the table's head abruptly swung her hand about, yelling something to a warrior at her
side. The image on the table began to shimmer, its weaving cut off suddenly from their crafter. As
the dweomer shred its depths apart, Tal took one last look of his Mother, and then started as he saw
the Wu'el'faeruk swivel his head around, purple eyes peering into his own for a second, and the
spark of recognition alighting within them.
Struggling, Tal clawed backward, desperately trying to draw power from within to shield him from
this Drow's inevitable attack. He felt the surge of Eru's gift within him, welling forth into a...
With a start, Tal jolted awake, his rapid movements awakening Chyanna as well. She rolled from his
side and out of the bed quickly, one hand already holding a bared dagger as she scanned the Glade
for any sign of a foe. With a groan, Tal crashed backwards onto the pillows, his movements drawing
Chy's perplexed stare.
"What's wrong, Sweets?" Murmured Chy as she knelt beside him once more, draping her
voluptuous form about his with cat like smoothness.
"I am called, Lirimamin" said Tal quietly, his eyes still closed to the world he knew he was leaving.
"I am called and I must go."
Silence was his response, yet Chy's grip tightened into an embrace. Long moments passed as Tal lay
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within those arms, fearing that he was wrong, that she did not understand, that should would seek
to fight this moment and pull Fate into her own hands. Parts of him even hoping she would do so,
hoping beyond rational thought, yet hoping still.
"Well then, Sweets" came the her soft response, "lets enjoy what time we do have, Numa?"
And so they did, in the sweet embrace of lover's that know long days, mayhap years, lay ahead of
them.
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Journeys
Talanithus stood atop the walls of NeverWinter, his armor girt about him, his sword at his side. The
river swept through the city and into the sea, carrying adventurers and travelers to places unknown.
Yet he would stay here. With a sigh, he drew his cloak tighter to his form, but he knew the cold he
felt had nothing to do with the weather.
He had not said goodbye. How could he, when his very soul screamed not to go? Hopefully, he
would be about this task quickly, and be home in time for the Summer Solstice. Yet somewhere,
deep in his heart, he knew it would not be so. It shamed him to think it, but this was his leave
taking. Anything else, and he would not go. Calling or no, he could not leave the joy he had found
within this Realm.
Sighing, Tal pushed away from the wall, turning his back on NeverWinter. With practiced weaves,
he smoothed the energies of magic, sculpting them into the proper forms as he chanted "Eru, Heru
en quessiramin, pant Tel'Men ten' Tuarlle"
Blue energies poured forth in the air before Talanithus, their fiery glow matching the one that lit his
eyes into orbs of blue fire. Without a look back, he strode forward into the portal. Magic coursed
through his skin in ripples, sending a shiver cascading down his back as Tal felt his being thrown
through the planes. A sudden break in the sapphire fires about him appeared, and Tal stepped forth
in to the unknown.
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Assorted Songs and Poems
The Keg
I was living in a foreign town, south on the Trinsic Coast down,
Waiting for adventure to come and find me.
A friendly place, a familiar face, some ale and a tiny trace
Of singing in the distance far behind me.
A copper across the counter then, a shy hello, a brand new friend
A walk along the street in the wintry weather
A yellow light, the Keg and Anchor, and a "Welcome friend, there's room for more."
And then we're standing there inside together.
I said, "I've heard that tune before somewhere but I can't remember when,
Was it on some other friendly shore, did I hear it on the wind?
Was it written on the sky above, I think I heard it from someone I love,
But I never heard a sound so sweet since then."
And now my feet begin to tap, a little boy says, "I'll take your hat."
I'm caught up in the magic of a smile.
Leap, the heart inside me went, and off across the floor I sent
My awkward body, graceful as a child.
I said, "There's magic in the singer's voice and there's magic in this town,
There's magic in the dancers' feet and the way they put them down.
People smiling everywhere, boots and ribbons, locks of hair
Laughter, merry talk and quest day gowns."
The crowd is gone with the war, the room is bare, the old lute is sitting there
Someone's hat's left hanging on the rack.
The empty chair, the wooden floor that feels the touch of shoes no more
Awaiting for the dancers to come back.
And the lute's in the closet of some warrior of the town,
The strings are broke, the pick is gone and the cover's buttoned down
But sometimes on pale winter nights, when the air is cold and the wind is right
There's a melody that passes through the town.
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With the Moon's Fair Light a'Showing
One starry eve in the month of May, down by some rolling river,
A footloose Bard, I did chance to stray, where I beheld my lover.
By the riverbanks she did play, wreathing bouquets gay;
And sweetly sang her roundelay, with the Moon's fair light a' showing.
Oh! her garments of azure velvet and silk, bright sapphire's did adorn her.
Her skin so smooth, and white as milk, no churl would claim her honor.
Her eyes sky blue, her locks autumn brown, her hair in ringlets hanging down;
She'd a lovely brow, without a frown, with the Moon's fair light a' showing.
I made a bow and said, Fair Arwen, how came you here so late?
My heart, to wait for you its been, a lonely quest I held to fate.
I am a Bard, but only for thee, if you will accept of my company
To walk and view this starry lee, with the Moon's fair light a' showing.
No more we said, but passed on our way beneath the stars together;
The Nightingale sang of love's strange play, as we crossed fields of heather.
When we were weary we did sit down beneath a Mallorn with branches round;
For my true love at last I'd found, with the Moon's fair light a' showing.
In her fair eyes, I saw my true desire, and held her to my heart.
We vowed beneath the Moon's pale fire, never our souls to part.
The stars that eve did shine so bright, as we laid together, under Moon's light.
Love shared throughout the long night, with the Moon's fair light a' showing.
When dawn did peek his weary head, I awoke to my Love's side,
Yet alone I lay, in our flowery bed, my heart, left with the tide.
I sang my tears to the burning sung for what magic that night had wrung
Had to my soul most bitter stung, with the Moon's fair light past showing.
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Leavetaking
I remember it like yesterday, though many years ago
The pain within my heart, it bleeds now even so
I can see the shimmer in her eyes, though they have passed to dust
And feel the touch of her ivory skin, even now it calls my lust
I still shiver at her whispered breath, though time has past it by
And reach for her in restless sleep, when to my dreams I fly
I see her hair all halo'd round, my fingers stroke it's length
In troubled times I feel her love, and in it find my strength
I feel her now and evermore, our soul's aligned as one
Once love has past heart's door it can never be undone
I recall when first our eyes did meet, one summer eve long past
I thought she a fair and comely lass, not a Love destined to last
Yet Destiny saw through simple things, and drew us together then
And now I crave her ever more, to remember where Love had been
Such is the Fate of Love so wrought, with Human and Elven hearts
As great as passion burns between, it is fated to all soon part
I felt her give her dying breath, in my arms that seemed still young
I'd have given all to join her then, my tears to the wind's i'd flung
I feel her now and evermore, our soul's aligned as one
Once love has past heart's door it can never be undone
Destiny calls us to its step, we follow each in our turn
It brings us smiles and tears alike, and it's wake we learn
The price of Love for one such as me, when wed to Human lass
Is to Love for but a moments time, and watch her then to pass
Such lessons I have learned indeed, and never will I again cross
Such rivers of tears as I have endured, and heart by cruelty tossed
The tears run once more even now, though centuries have between us passed
A burdened soul from ill fated Love, yet in my heart shall forever last
I feel her now and evermore, our soul's aligned as one
Once love has past heart's door it can never be undone
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Oh! For a Shrubbery!
When I was a young lad I used to like girls,
I'd play with their corsets and fondle their curls.
'Till one day, my lady I caught with some churl,
Now you'd never get treated that way by a shrub.
Shrubbery, shrubbery, I love my shrubbery!
I've never had anything quite like a shrub.
I've had lots of lovers, my life has been loose,
But I've never had anything quite like a shrub.
Now when I'm in need of a very good pound,
I go to my door and get me some ground.
I plant a few seeds and wait a few days,
Till my greenery abounds in decorative displays!
Trees are all right on Saturday night,
Thorn bushes are scary, they puts up a fight.
But it's just not the same when you slam your beef,
As the feeling you get when you humps with a leaf.
Shrubbery, shrubbery, I love my shrubbery!
I've never had anything quite like a shrub.
I've had lots of lovers, my life has been loose,
But I've never had anything quite like a shrub.
I've done it with bushes with long flowery petals,
I'd do it with palms if it weren't for their nettles.
I've done it with fig, a spruce, and some scrub,
But it's just not the same when you hump with a shrub.
Now that I'm old and advanced in my years,
I look back on my life and shed me no tears.
As I sit with green thumb and give it a rub,
Playing Hide-The-Salami with my favorite shrub!
Shrubbery, shrubbery, I love my shrubbery!
I've never had anything quite like a shrub.
I've had lots of lovers, my life has been loose,
But I've never had anything quite like a shrub.
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Rumplefaern
- An Elvish Fairy Tale
Scene I - The Audience Chamber of the Elven Prince
Setup: The Elven Prince is seated in his throne. The Tailor enters and approaches, bowing
obsequiously as she does.
Tailor: Tarenamin, you sent for me?
Elven Prince: *eyes the Tailor impatiently* If you are the Tailor, then yes. *tosses a blue robe upon
the floor in front of the Tailor*
Elven Prince: I wish to have a copy of this robe made in Royal Purple. It is more befitting my status.
And mind you use only the best cloth. I'll not have shoddy workmanship.
Tailor: *picks up the robe and bows again repeatedly* Why yes, of course, Tarenamin. It shall be as
you say... why, I use only the best cloth. My beautiful daughter is the finest elven weaver there is...
why... she could... she could even spin... umm... a cloak that will make you invisible!
Elven Prince: Oh really, I had thought that knowledge lost to our people? *smiles coolly* Boasting is
considered a flaw in a tradesperson.
Tailor: *quakes*
Elven Prince: *examines his nails for a moment* *pins the Tailor with a stare* Very well, prove it.
Tailor: *quakes again* I...I beg your pardon, Heruamin?
Elven Prince: *nods* If your daughter knows this art as you say, and I'll put her to the test.
Tailor: *stands for a moment, dismayed...then slumps and bows again.* It shall be as you say,
Tarenamin.
Scene II - A Chamber in the Castle of the Elven Prince, the Next Day
Setup: The Tailor and The Maiden are awaiting Elven Prince.
Maiden: Atara!! You told him WHAT? But I don't know how to do that!? *wrings her hands in
distress*
Tailor: I know...I know...I am a foolish Edehel. I will have to tell him I boasted. *sobs* My life will be
forfeit, but that is my own fault for boasting so foolishly. *sobs*
Maiden: *puts arm around her mother* Oh no! No! There, there, Ataramin. I want no harm to come
to you. I will... I will think of something. Do not tell him that you boasted, I beg you.
*The Elven Prince enters and they bow*
Elven Prince: Well, well...the young weaver who has found secret's lost to our people for centuries.
*Maiden bows again*
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Maiden: *lowers her eyes to the floor once again* You honor me, Tarenamin.
Elven Prince: Woman, take yourself home and leave your daughter with me until I summon you.
Tailor: *casts a helpless gaze at her daughter*
Maiden: *nods reassuringly*
*The Tailor leaves*
Elven Prince: Now, hiniamin, In the next room lies a laboratory filled with all the instruments of the
arcane. Set to work and craft me this fabled cloak of lore, or your life shall be forfeit!
*Elven Prince exits*
*The Maiden sits in the stool by the loom*
Maiden: Oh...oh my...whatever shall I do? I have no idea of how to spin such a cloak! *tears start to
flow*
*Enter Dhaerow Faern in a ball of flame*
Dhaerow: Vedui', abbil.
*The Maiden startles seeing the faern. and moves to the far side of the room*
Maiden: Get away from me, you Dhaerow! I will call the guards!
Dhaerow: *the Faern chuckles wryly as he moves closer* That would not be wise, as I possess the
knowledge you seek.
Maiden: *looks the drow over dubiously* You can spin this cloak?
Dhaerow: That I can, its secrets have not been lost to my people. But what will you give me if I spin
it for you, for everything has a price...
Maiden: I'll give you my necklace *slowly takes off necklace and puts necklace on table* *sadly
looks at necklace for the last time*
Dhaerow: *the the Dhaerow takes the necklace, fingering its links for a moment* Very well, this will
do. *sits down at the loom and spins a cloak, dark magic flickering across the spindle* *throws the
cloak down to the floor as he stands* It is done, and none too soon, for the sun is rising to greet the
new day... Your lord shall soon return. *disappears in a ball of flame*
*Elven Prince enters. Maiden turns to face him and bows*
Elven Prince: Oh my! How astonishing! How can this be?? You have spun the cloak! *collects the
cloak, putting it on and temporarily disappearing*
Maiden: *once again lowers her eyes to the floor and curtsies again*
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Elven Prince: *thinks to himself* What a source of riches this girl might be! Could she do it again I
wonder?
Elven Prince: Servant! More cloth!!
Maiden: *gasps in dismay*
*Servant/messenger carries in cloth of all types and puts it around the room*
Elven Prince: I must see if you can repeat this amazing feat. Perhaps you brought the cloak with
you, having found it in some long forgotten coffer of times gone past.
Maiden: *Starts to wring hands, her face pale at the thought of one more night in this room*
Elven Prince: Here is everything you should need,spin me another cloak before morning or I shall
know that you have tricked me, and your life shall be forfeit!
*exits*
Maiden: *begins to weep*
Dhaerow: *appears in a ball of flame* And what will you give me if I spin another cloak for you
again?
Maiden: I'll give you the bracelet from my arm. *slowly takes off bracelet* *sighs deeply thinking of
when it was given to her, then puts it on table*
Dhaerow: *picks up ring and puts it on. Faern then sits down at the spinning wheel and proceeds to
spin another cloak of invisibility. *throws the cloak down to the floor as he stands* It is done, and
none too soon, for the sun is rising to greet the new day... Your lord shall soon return. *disappears
in a ball of flame*
*Elven Prince enters*
Maiden: *turns to face the Prince and bows*
Elven Prince: Oh my! How can this be? You have crafted another of these wondrous cloaks! 'Tis a
great talent! *Elven Prince takes the cloak off the table*
Maiden: *Holds her breath, keeps her eyes to the floor*
Elven Prince: *thinks to himself* She's only a tailor's daughter, but I couldn't find a more valuable
wife if I were to search the whole world over. Servant! MORE CLOTH!
Maiden: *gasps in total dismay*
*Servant/messenger carries in cloth and puts it around the room*
Elven Prince: You must spin all this away in the night, but if you succeed this time you shall become
my wife!
*exits*
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Maiden: *begins to weep in despair*
Dhaerow: *appears in a ball of flame* What will you give me if I spin this cloak for you once again?
Maiden: I've nothing more to give. I gave you my necklace. I gave you my mother's bracelet, you
have everything of value I owned! *continues her bitter weeping*
Dhaerow: Then promise me when you are a Great Lady to give me your first child.
Maiden: *considers the alternatives, thinking out loud* I really don't want to marry that awful mean
lord, but it is better than dying! Who knows what may happen before this dreadful drow returns to
claim my babe? Besides, there is no other way out of it! I promise.
Dhaerow: Very well, I shall make this cloak for you.*sits down at the loom and spins a cloak, dark
magic flickering across the spindle, then throws the cloak down to the floor as he stands* It is done,
and none too soon, for the sun is rising to greet the new day... Your lord shall soon return.
*disappears in a ball of flame*
*Elven Prince enters*
Maiden: *turns to face him and bows*
Elven Prince: Oh my dear girl! My wondrous girl! We shall be married immediately!
*Elven Prince collects the third cloak, collects the Maiden and exits with both*
Scene III- The Lady's Chamber in the Castle of the Elven Prince, One
year later
Setup: The Maiden/Lady is cooing over a bundle of cloth (her baby) and humming lullabies. FAERN
enters.
Dhaerow: *appears in a ball of flame* Vendui' abbil! I kept my end of the bargain and spun your
fabled cloaks, and now you are a great Lady. Now give me what you promised.
Maiden: Oh no! You cannot! Not my baby!
Dhaerow: A promise is a promise, and a promise shall be honored. The child, if you please.
Maiden: * weeps bitterly, clutching the baby to her* No! you cannot have my baby! You may have all
the riches in my realm, but leave my child! I beg you!
Dhaerow: No, a living child from your Prince's loins is dearer to me than all the treasures in the
world.
Maiden: *sobs and wails bitterly*
Dhaerow: *watches for a moment, then smirks cruelly* Very well then. I'll give you three days to
guess my name. Should you find it out in that time you may keep your child. Should you fail, I shall
claim both the child... and you. *laughs as he disappears in a ball of flame*
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Maiden: *ceases sobbing and wipes her tears away, turning to the baby* I shall save you my sweet
babe! I shall send a messenger to scour the countryside for names and report all that she finds back
to me!
Scene IV- The Lady's Chamber in the Castle of the Elven Prince, The next day
Dhaerow: *appears in a ball of flame* One day has passed my lady, and you must show me your
progress! Tell me, what is my name!?
Maiden: Riklaun?
Dhaerow: That is not my name!
Maiden: Melchior?
Dhaerow: Nor that!
Maiden: Drizzt?
Dhaerow: Nau! *mumbles* Though Lloth knows we have enough of them.
Maiden: Belshazzat
Dhaerow: That is not my name!
Maiden: *Sighs *Well, I have two more days.
Dhaerow: *laughs mockingly* Indeed you do! *disappears in a ball of flame*
Scene V- The Lady's Chamber in the Castle of the Elven Prince, The
second day
Dhaerow: *appears in a ball of flame* Two days have passed my lady, and you must show me your
progress! Tell me, what is my name?
Maiden: Kaltor?
Dhaerow: I am not called that!
Maiden: Vaeshna?
Dhaerow: Not even close!
Maiden: Baern?
Dhaerow: Nau, not that either....
Maiden: Vos'Laed?
Dhaerow: Nau... and your time wears thin.
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Maiden: *starting to look worried* Well, I have one more day.
Dhaerow: And that is all you have. *disappears in a ball of flame*
Messenger: *Messenger enters* Milady! Milady! Good news! I have not been able to find any new
names, but as I came upon a high hill round the corner of the wood where the foxes and hares bid
each other good night I saw an entrance to a dark cave, and in front of the cave burned a fire, and
round the fire sprang a drow and crying: "Tomorrow I brew, Today I bake! And then the child, away
I'll take! For little deems my royal dame!
That is Telv'Kor is my name!"
Maiden: Oh, messenger! You shall be rewarded! * claps her hands happily*
*Messenger Exits*
Scene VI - The Lady's Chamber in the Castle of the Elven Prince, The
last day
Dhaerow: *appears in a ball of flame* Now, My Lady. The last day has come. There shall be no more
dawdling! I will have my name from you, or I will have you and your child...
Maiden: Um...Is your name Nar'vrin?
Dhaerow: No
Maiden: Is your name Mrin? * Pretends dismay*
Dhaerow: Nau, not that as well.
Maiden: * Smiles slowly* Is your name, perhaps, Telv'Kor?
Dhaerow: ACK! Some demon has told you that! *Draws his weapon with an angry scowl and
advances on the Maiden*
*two Guards teleport over and chase the Faern down the steps*
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