Something grim and dark.
One of the reasons why I've always been a fan of the Ravenloft setting is because it's always been considerably darker than the FR stuff we have.
I like to know that the world is in a bad shape, or that it's a harsh place to live in. Like to see evil winning. I like to see common people suffering while the corrupt, rich nobles and aristocrats stuff their faces full. I like to see goodly orders headed by corrupt leaders who keep a false veneer of good and nobility, or orders that fight for good, but are gruesome and serious about it (no paladiny white-knight crap). Common people turning to dark ways (fiend worship, for example) to better their lot in life. Racism and human/elven/whatever supremacy. Famine, disease, plague. Evil running amok, etc. Players, especially good ones, having a hard time against the world that (depending on who they are) barely welcomes them.
Most of all, I'd like that to reflect on the world design and interaction with it. Would be nice to walk around a city that -actually- looks miserable, with the outer areas of it made up of rundown shacks and filthy streets, while the noble quarter in the middle is kept in pristine condition (beautiful, but corrupt on the inside). Instead of seeing a pristine city, all shiny and cute, with ridiculously elaborate and big buildings almost everywhere and a lush, sunny, beautiful countryside, it'd be awesome to see the opposite of that.
Just to take an example from Ravenloft: Barovia, a land made up of superstitious, narrow-minded people, hardy and tough, but mistrustful (at the very least least) of outsiders, hateful and fearful of all magic (with the slight exception of divine magic for healing purposes only). The land itself is mostly miserable and extremely dangerous, individuals live in fear and most of them barely manage to survive and scavenge a living from one day to the other. In the countrysides and cities, it becomes incredibly perilous at night and all homes, shops and shacks are closed before the sun even fully sets - anyone foolish enough to remain outside after nightfall is highly unlikely to ever see the dawn again. To top all it off, the land is ruled by an evil, power-hungry, completely inhuman vampire count who rules the land with an iron fist, the more powerful he becomes as an individual, the more the land suffers, darkens and decays. There's almost no hope for anything better there. Good is highly unlikely to prevail or win the day.
That's the kind of stuff I'd like to see from a player world. It's, honestly, rare to see such a server in NWN 2 these days, let alone one that actually sticks to the gritty and dark theme over the long term, instead of letting it be diluted and deteriorated with time. Most servers claim to have dark, rough and grim themes, but, when you get in 'em, you realize it's more like carebear land, sunshine and unicorns, good and good players wafflestomp evil and prevail, the grim darkness has been beaten long ago, etc.
Now, the other point would be realism. Yes, I know it's a bit of a contradiction to ask realism from a fantasy setting, but bear with me.
What I mean by realism is:
- Life not being easy. Not having everything be so easily solved by a fireball, or everyone kept at the peak of their health by a cleric's healing spells.
- Equipment and such that actually makes some bloody sense. Chainmail bikinis are not realistic and do not provide any protection whatsoever, no matter how someone may try to justify it.
- NPCs reacting negatively, horribly so, when they see, for example, a wizard/warlock/sorcerer/whatever transform into a troll or devil or something. Way I see it, you just don't get to do something like that without peasants being fearful and, later, mob-with-pitchforks angry.
- Actual consequences for players' actions.
- The possibility of failure. I can't stress this enough. A substantial possiblity that characters won't always win, that things won't always go their way, that sometimes they might just fail very hard, or face unforeseen consequences that far outweigh their success, because they weren't smart about the way they did things. There might be a possibility that, for example, the corrupt city guard officer they're investigating and chasing around might actually grab 'em and throw 'em in jail if they're not smart about how they're going about it. Perhaps murdering all those goblins in order to rescue someone/retrieve an item/find an ingredient for a cure to a disease will only make the bastards grow angry, seek allies and mount a massive attack in retaliation, resulting in the deaths of dozens.
That's what I'd like to see in a server from a viewpoint of setting and theme.
Now, in game mechanics and related aspects, I'd like to see a bit of a harder configuration:
- Slow leveling (highly doubt it'd fly, but a level cap for leveling through grinding/monster XP at around level 12-15 would be great, a soft cap only, RP and DM XP would still lead to a level up), because, honestly, dozens of high/epic-level characters running around is not as good as people think, nor is reaching said levels. From my experience, it eventually breaks the RP, the immersion, etc. Things get a bit ridiculous when every bloke and his mother can cast vampiric feast, can cleave a dragon in half with a single swing, etc etc. Plots lose their point. Threats are no longer threatening. A horde of orcs suddenly becomes much smaller.
- Low magic. Basically the same principle as above.
- Harsh punishment and loss for dying. My preference is for semi-permadeath, a system of death tokens or something, but I dunno if that'd fly. Example: characters start with 10 tokens, run a 0.000001% chance of losing a token whenever they come back to life by respawning (not raise dead scrolls or such), and are permadead upon the loss of the last token (tokens might be renewable or not under certain circumstances).
- No ridiculously-buffed monsters (no goblins with ridiculous AC and HP, that can take three acid arrows and a fireball to the face and still, for example).
- A viable crafting system (bit vague, I know, but it's late here and I'm too tired to elaborate).
- Economy and prices balanced so that, for example, players won't get tens of thousands of gold coins a week, but, also, won't need those to keep themselves stocked with enough equipment, potions and supplies to survive. Low monetary rewards for loot, but also low prices for potions, equipment, etc. Basically, a horizontal/widespread reduction of coin involved in the economy, across the board.
Anyway, that's about it. I'm getting off my soapbox, now, as it's late, I'm a bit tired and forgot half the other suggestions I had to make.
-B
Last edited by Baardago on April 1st 2012, 1:05 pm; edited 1 time in total