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Lawton's GM Projects

These are the projects Lawton has built and/or is maintaining.

Events

Vinterfairdya

Hestia and I came up with a Christmas event that concerns two brother deities who are always bickering at each other. My alter-go is the voice of reason while her alter-ego is the voice of chaos. These brothers arrive every Christmas and make a scene in global chat, bickering at each other.

The event centers around riddles for players to solve to find one or both of the brothers at various locations. This continues for many days leading up to Christmas. Christmas themed/colored/named items are handed out. First find gets a better prize.

This event coincides with decorations placed at the capital and the appearing of Santa (automatic) who gives out snow men to players.

Settlements

Lawton is the mayor of two capitals, as well as the projects listed below.

  • Moor's Rest on Prime
  • Northland Gates on Northlands.

Hestia is the mayor of August Plains on Plains.

Moor's Rest Trading Outpost

On the west side of Moor's Rest is the Trading Outpost. I maintain the merchants there. The Trading Post provides a little income for various crafted items.

The Shades

I maintain the majority of the merchants found in The Shades. The Shades sells items you can't craft or buy from other players.

The Traveling Merchant

I am currently maintaining the traveling merchant. It sells high end items.

Scarborough Fair

The player merchant area was moved from what is now known as the Portal Park in Moor's Rest to Scarborough Fair. Scarborough was a former player-built site that had sat abandoned for many years. We wanted to preserve it as a landmark so we kept it in waiting for a future GM project. Then the idea came to move the player merchant area to free up Moor's Rest space and reduce lag. I am the mayor of Scarborough Fair.

New Player District

Wurm Unlimited can be a daunting game to learn for a new player. They're placed in a world with no real direction. For many years Mythmoor players had to learn by hard knocks and rely on other players to fill in the gaps.

I started taking in players (on my player character) to help them learn the game, and I did this for many years. I couldn't recruit them all. Some wanted to play on their own. I saw a need for a facility that new players could go to and learn the game at their own pace. New Player District was born.

The first New Player District was on the site of what is now The Proving Grounds. The influx of new players outgrew the site, so I started building a much larger site on Mythmoor mountain.

Mid-way through the project I burned out and had to take a break. Repairmanjack picked up the project and completed it. A year later I came back and took over the project again, refining it further.

There are several missions on-site to help players along.

  • NPC's/chests around the facility give out small amounts of coin while teaching about the game. These were put in place by Repairmanjack. I fixed some mission issues and tweaked the amount given out.
  • A conspicuous large chest in the New Player District Welcome Center gives the player a hint to explore the mayor's house. Chests on the second floor of the mayor's house give out a butchering knife and a mallet.
  • Large chests in the fighting practice room of the New Player District Welcome Center give out a shaft and an extra longsword equivalent to the starter longsword in case the player accidentally destroys theirs using the practice dummies.
  • A spool of yarn in the carpenter's forest sits in the tile that will spawn a wild cat for a potential pelt.
  • The wild cat spawner only triggers once for a player. The wild cat spawner can be reset for the player if they go to the palace in Moor's Rest and talk to (examine) the game warden.
  • The library has a merchant that buys books that players have written. The library is not only to house tutorials, but player made books. (As of this writing no one has submitted a book.)

The New Player District has been a huge success, helping countless players learn and gear up before setting out on their own.

The Proving Grounds

The spawn rate for creatures on the Prime map started to suffer, mostly due to settlements with large animal populations. Creatures wouldn't spawn around Mythmoor, making it difficult for a new player to find a horse, or anything to fight. It was so bad nothing would spawn on steppe. The only place you could find creatures was in areas that had little to no players. While the yearly hunt event helped cull some of the creatures for more to spawn around the map, it didn't fix the spawn issues. Many players had to go to the other maps to fill their quotas for the hunt event. (No, this isn't a bad thing.)

The solution I came up with was The Proving Grounds. A place where you could train up in fighting using creature spawners, and also get creatures you need for your settlement (horses, chickens, cows, sheep). The facility also provides a place to skill up for the player who doesn't want to brave high level creatures on the other maps, or wants to stay on Prime.

Below The Proving Grounds is a large fenced in wooded area. It is a public forest for acquiring wood. The crystals ensure the trees respawn quickly.

The Sewers

The Sewers was created by Craft. It is a dungeon maze for new players to skill up in fighting and get some decent loot.

For many years players complained about the attraction breaking, and there was a long period of time when it was considered broken and unplayable.

After doing some investigating into how the dungeon works, I found that what players thought was the dungeon breaking was user error. Players who skip a shrine in the dungeon will find they cannot complete the dungeon. It is because the mission is sequential that each shrine is required to progress the percentage of completion. If one is missed, a player has to find the one they missed. Other shrines would refuse to spawn creatures because, again, the mission is sequential.

I added in some improvements. A way to reset the mission so that it can be restarted. Cotton mid-way through the dungeon in case a player runs out or didn't grab enough at the start. Reset triggers on exit tiles to ensure all is resolved when the player leaves. I added signs to tell the players that they need to interact with all of the shrines to complete the mission.

Since the new improvements the dungeon hasn't had any issues. There are still players who miss a shrine from time to time, but this is resolved by telling them to find the shrine or reset the mission.

The Sewers continues to be a great attraction for new players.

Magic Mushroom Starter Quest

I added an attraction in a corner of The Bearded Broad in Moor's Rest to get players started with some source to be able to plant magic mushrooms. They still need to mine for the source crystals to make the magic planter though. The attraction is a book with a riddle inside.

The riddle points the player to the four portals that lead to the corners of the Prime map. At each location is a red bag next to the return portal. When interacted with the player receives source salt.

lawton.txt · Last modified: by freth

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