Hello Campaign Attendants!
As promised, we have some news regarding the Doom’s Way campaign and we did our best to make them all good reveals. Let’s get started.
A short summary:
- The Campaign Discord is now open! Get in! Link below.
- Organized RP-PvP Skirmishes will have Moments of Glory, a basic system for guilds and groups to perform feats and have their moments to shine without hindering their characters or overwhelming participants via direct Organizer involvement
- MoGs will be dependent on what buildings are renovated within the faction bases, with each building getting repaired every two days.
- The campaign is by default low stakes and deliberately kept that way by both factions as well as an arcane anomaly active on Doom’s Way. This leads to both Horde and Alliance having to gather resources on the island and slowly rebuild their bases, Warcraft RTS-Style.
1. The Campaign Discord is officially open! Link: https://discord.gg/xtMqstbExd
We have had several guild officers present already to help them get acquainted in advance with some mechanics we are announcing today. Generally the feedback has been good so we eagerly anticipate the reactions of all attendants.
More importantly the Discord will serve as the repository for intel for both factions as the campaign the progresses and its plot unfolds. Decoded ledgers, deciphered musings of ghostly revenants and other tidbits of knowledge will be collected and display on dedicated channels as attendants piece together the island’s history and the specifics of the Darkfuse Weapons Cache.
Naturally the Discord is also where the majority of RP-PvP planning, commentary and announcements will occur. We will drop updates on this forum thread as well, but they will be a bit more sporadic and less tailored to the actions of certain attendants.
Hop on in and say Hello!
2. Addition to the RP-PvP Ruleset: Moments of Glory (MoGs)
While the current RP-PvP ruleset has proven to be suitable for skirmishes there’s been a lack of avenues for guilds and groups to showcase their prowess or facilitate a suitable impact for them. We devised a relatively simple system called Moments of Glory to address that.
During planned skirmishes the organizers can be prompted via DMs and raid chat about a group or guild getting together (at least 5 individuals) and performing a manoeuvre or feat influencing the battle. Once approved the organizer will broadcast said event, giving every attendant a bit of time to react. The Horde grunts form a meatshieldwall and perform a unified Dragon Charge? Let us know, we let the enemy know, then go ahead and wreak havoc.
There are a few limitations in this case to keep these moments noticeable and unique, these are:
- Only a collection of individuals (preferably 5+) or guilds can have Moments of Glory. We respect that certain characters may be powerful enough to turn a battle alone, but this campaign won’t facilitate that,
- You can’t repeat or extensively maintain these feats. Focus waivers, rage abates, and mana can run out in every prolonged battle,
- Don’t overcomplicate or overstate the impact of your actions. This is more about characters getting their moments to shine, rather than belittling or devaluing the power of the enemy combatants. We want to reward, not punish,
- The organizers reserve the right to decline attempted Moments of Glory to keep fights fun, dynamic and relatively fair.
These MoGs are not meant to be decisive or overwhelming, but instead allow groups to shine and have their spotlight during organized RP-PvP skirmishes and to spice them up a touch. Additionally, all attendants may still perform their feats (such as forming a shield wall, a cavalry charge, etc.) outside this framework, but we then will leave it up to the enemy warbands to react as they wish. MoGs will have a more guaranteed outcome.
In bullet points:
• Intended strictly for RP-PvP skirmishes with Organizers present,
• They are impactful, yet short acts of heroism, power, guile or strength meant to impact the enemy in a meaningful manner,
• They are enabled by renovated buildings within the respective factions’ bases,
• In practice a group of at least 5 people message an organizer asking to perform a MoG with a short description of what they are doing (preferably prior to RP-PvP events, but we accommodate spur of the moment initiatives too), the Organizer either approves or declines based on their personal evaluation,
• Once approved the organizer informs the attendants what’s coming, followed by raid-wide /RWs describing the MoG and its impact,
• The general expectation is that the impacted attendants react responsibly and not loldodge/immune it, but get pushed back, disoriented, knocked down or hindered,
• MoGs are not meant to limit attendants: Characters can coordinate and perform the same feats without calling them MoGs, but they won’t be facilitated by the organizers or require the enemy faction to react to them the same way,
• Similarly, MoGs are not decisive ends to battles or characters, but momentary events meant to change the tide of battle or to help the initiators aura farm and showcase their prowess,
• MoGs won’t be endlessly repeated, spammed or maintained to disable or invalidate the enemy attendants. Organizers will ensure they are reasonably spaced out and remain impactful while also fun for everyone involved.
Now how will these flimsy Moments be limited or tied to the campaign beyond Organizer approvals? The Faction Bases.
3. The Alliance and Horde Bases
As we elaborated in this forum thread before there are two main narratives for Doom’s Way: Finding the Darkfuse Weapons Cache (and potentially using it on the enemy faction) and conquering the island. The latter is what the RP-PvP events will be about. However, we don’t really want the entirety of two weeks consisting of random skirmishes until both factions grow bored but give the campaign a bit more structure. Hence, we’ll have a basic system for the renovation of the faction bases as well as a requirement of resources to accomplish that.
However, with buildings getting renovated in the bases the attendants can get a bit of leeway.
Do you want your rangers and footmen to have a standout Moment of unleashing a volley on the enemy? Renovate the Workshop + Bunker where ammunition can be sorted, produced and stored, then you have the means to suppress the enemy with a volley.
Do you want your grunts and frontliners to form a shield wall and dragon charge through the enemy frontline? Renovate the Barracks where your soldiers can rest and maintain their equipment.
Do you want a freezing blizzard or rain of poisonous frogs to force the enemy back? Renovate the Mage or Magi Tower or Spirit Lodge respectively.
What are these buildings and what they entail when they are renovated?
Here’s a list of them as well as a few examples of what kind of MoGs they enable and what effect they will have on Camp RP and even the campaign’s narrative!
Alliance:
I. Forward Outpost with Tower
- Intended as a forward base for scouts and rangers to camp at and store equipment as well as a meeting place for intel,
- Allows MoGs related to ambushes, stealth, assassination, as well as actions related to specialized ranged equipment,
II. Barracks and Field Infirmary (white tent)
- Allows all forces of the Alliance warband to store their equipment and rest on actual beds,
- Barracks central area provides the means for commanders to properly preplan engagements and devise battle plans,
- Infirmary also includes a restored Shrine of the Holy Light,
- Allows MoGs related to Troop Formations (eg. Shield Walls, Unified Infantry Charges, Heavy Cavalry Charges or Flanking), Acts related to the Holy Light and Zeal (mass Crusader charges, Blessed Holy Weapons for everyone, Holy Last Stands, etc),
III. Workshop + Bunker
- Allows the assortment and manufacturing of firearms and ammunition along with engineering materials, but no vehicles,
- Allows the capture and later interrogation of ghostly revenants relative to the campaign plot via engineering devices,
- Bunker has an ample supply of heavy armor and weaponry that can be restored,
- Allows MoGs related to Engineering, actions related to heavily armoured infantry and cavalry, actions related to firearms (Volley Fire, Thrown Explosives),
IV. Mage Tower
- Further weakens the anti-magic field’s effects once renovated, which reimbues spellweavers and others with a connection to a cosmic force with some of their power,
- Allows the capture and later interrogation of ghostly revenants relative to the campaign plot via a ritual site,
- Allows MoGs related to every school of magic (blizzards, destructive rains, debilitating spells) including acts related to the Holy Light and Zeal (mass Crusader charges, Blessed Holy Weapons for everyone, Holy Last Stands, etc),
V. Central Camp (Misc. workshops and the Blacksmith)
- Assortment of workshops related to every profession where craftsmen can repair and manufacture equipment, reagents and tools,
- Allows MoGs related to any profession including Engineering, actions related to specialized ranged and melee weaponry and armor,
VI. Tavern
- Allows all forces of the Alliance warband to store their equipment and rest on actual beds,
- Has a brewery that can be made functional If restored, would have a positive effect on morale among the attendants,
- Allows MoGs related to all 3 Dwarf races and Pandaren, actions related to (not necessarily magical) brews and alchemy,
VII. Storehouse + Moonwell
- Moonwell is used by the Kaldorei to penetrate the obfuscating magic surrounding Doom’s Way and maintain a connection with Feathermoon Stronghold,
- Storehouse allows larger amounts of supplies being transported to the base from Kalimdor,
- Allows MoGs related to every profession excluding Engineering, actions related to specialized ranged and melee weaponry and armor, also allows actions related to Kaldorei and Elunite magic or rituals,
VIII. GCO/SI:7 HQ + Stables
- HQ Building allows provides the means for commanders to properly preplan engagements and devise battle plans,
- Allows the capture and later interrogation of ghostly revenants relative to the campaign plot via equipment provided by the GCO,
- Allows MoGs related to Troop Formations (eg. Shield Walls, Unified Infantry Charges, Heavy Cavalry Charges or Flanking) as well as actions related to ambushes, stealth and assassination,
IX. Town Hall
- Primary headquarters building that also functions as a storehouse,
- Main Room functions as a meeting room even if not renovated,
- Allows MoGs related to Troop Formations (eg. Shield Walls, Unified Infantry Charges, Heavy Cavalry Charges or Flanking) as well as specialized ranged and melee weaponry and armor,
Horde:
I. Seer’s Cottage
- Used by Horde Shamans to penetrate the obfuscating magic surrounding Doom’s Way and maintain a connection to Shadowprey Village,
- Shamans in particular can also use the cottage for limited scrying magic,
- Allows the capture and later interrogation of ghostly revenants relative to the campaign plot via a ritual site,
- Allows MoGs related to Shamanism (eg. Bloodlust, Elemental Magic, Spiritualism),
II. Goblin Workshop
- Allows the assortment and manufacturing of firearms and ammunition along with engineering materials, but no vehicles,
- Allows the capture and later interrogation of ghostly revenants relative to the campaign plot via engineering devices,
- Allows MoGs related to Engineering, and actions related to firearms (Volley Fire, Thrown Explosives) as well as specialized ranged and melee weaponry,
III. Beast Pens and Darkspear Spirit Lodge + Stables
- Beast Pens allow the Horde to stable their mounts, while the Spirit Lodge grants all types of Shamans a place to meditate and perform rituals,
- Allows the capture and later interrogation of ghostly revenants relative to the campaign plot via a ritual site,
- Allows MoGs related to Troop Formations (eg. Shield Walls, Unified Infantry Charges, Heavy Cavalry Charges or Flanking) as well as actions related to Shamanism and Nature Magic,
IV. Forsaken Apothecary Outpost
- A contingent of Deathstalkers and Apothecary set up base here to conduct alchemy as well as devise battle plans involving subterfuge,
- Allows MoGs related to Forsaken and Alchemy, as well as actions related to ambushes, stealth and assassination,
V. Central Camp (Misc. workshops and the Belf tailor/enchanting building)
- Assortment of workshops related to every profession where craftsmen can repair and manufacture equipment, reagents and tools,
- Allows MoGs related to any profession including Engineering, actions related to specialized ranged and melee weaponry and armor,
VI. Tavern + Storehouse
- Allows all forces of the Horde warband to store their equipment and rest on actual beds,
- Has a brewery that can be made functional If restored, would have a positive effect on morale among the attendants,
- Storehouse allows larger amounts of supplies being transported to the base from Kalimdor,
- Allows MoGs related to every profession excluding Engineering, actions related to specialized ranged and melee weaponry and armor, also allows actions related Earthen, Pandaren, Brews and alchemy,
VII. Magi Tower
- Further weakens the anti-magic field’s effects once renovated, which reimbues spellweavers and others with a connection to a cosmic force with some of their power,
- Allows the capture and later interrogation of ghostly revenants relative to the campaign plot via a ritual site,
- Allows MoGs related to every school of magic (blizzards, destructive rains, debilitating or restorative and emboldening spells) including acts related to the Holy Light and Zeal (mass Crusader charges, Blessed Holy Weapons for everyone, Holy Last Stands, etc) and Shamanism (eg. Bloodlust, Elemental Magic, Spiritualism),
VIII. Barracks + Main Hall HQ
- Allows all forces of the Horde warband to store their equipment and rest on actual beds,
- Barracks central area provides the means for commanders to properly preplan engagements and devise battle plans,
- Main Hall has an armory with a large supply of heavy armor and weaponry,
- Primary headquarters building that also functions as a storehouse,
- Main Room functions as a meeting room even if not renovated,
- Allows MoGs related to Troop Formations (eg. Shield Walls, Unified Infantry Charges, Heavy Cavalry Charges or Flanking) as well as actions related to heavily armoured infantry and cavalry,
IX. Forward Outpost with Tower
- Intended as a forward base for scouts and rangers to camp at and store equipment as well as a meeting place for intel.,
- Allows MoGs related to ambushes, stealth, assassination, as well as actions related to specialized ranged equipment
Note that this list is not exhaustive or set in stone: We encourage all attendants to be creative and justify further boons and consequences for having a building renovated, just discuss with an Organizer when you have a lightbulb moment.
Who decides what building gets renovated?
There will be acting commanders who make the final call every two days, but they can be swayed and convinced by the other attendants. Remember, this is more about In-Character actions and motivations and far less about OOC minmaxing, given the effects are purely affecting Role-Play.
Feels like a lot to take in, but in practice these are all mostly to frame the campaign’s pacing. And with the campaign a bit over two weeks’ away, not counting the Prelude RP we are currently organizing, I think everyone will have ample time to catch up and digest this information dump.
We will have at least one more announcement regarding campaign mechanics, mostly related to the island’s locations and the way they will be fought over. It’s again more a framework for organizers to keep the campaign on track and free us up to handle the narrative.
Questions? Concerns? More Horde Signups? Post them or poke us on Discord!