Re-adding Adventures

  • Adventures have been gone, taking their gameplay and story with them. So let's bring them back...

    The Memory Vault
    Introduced at the end of the final adventure, it was filled with items from the Adventures and the (at the time) one Mystery. With a bit of a redecoration, moving things around and adding some more clutter, it serves as our voting location for Adventures. Items related to the Adventures are scattered about which can be voted on to start one of them. Successfully voting on an Adventure will have Larinna call you upstairs, as she has something to tell you. Voting to an Adventure on the Quest Table without a checkpoint will dive you to Port Merrick and ask you to speak to Larinna to begin Chapter One.

    Deeds could also be transferred to Commendations and are added under a new reputation tab; similar to how Tall Tales are handled, but not IN Tall Tales to prevent clutter. As for earnable cosmetics and titles, all time-limited titles and items earned during decision points should not return. Some potential replacements for the items are:

    • Lost Sands: Golden Sands Supplier Flag (flags seen at Survivor's Camps) and the Servant's Compass (used as quest item, it's cool)
    • Return of the Damned: Bewitching Capstan (Belle's Path, a ritual table repurposed into a Capstan, but from where?) and "Banner of the Flame" Ornament (Servant's Path, similar to the other "Banner of X" trading company ornaments, but styled after the flags used in the Adventure)

    Besides that, only one Title could be earned for full completion of all Adventure commendations (ex. "Adventurous Spirit ", "Seeker of Grand Adventures ") and the other "memento" items could either return as recolors (keeping the originals time-limited), return as normal (earned upon completion or bought for dubloons after the relevant Adventure is completed), or not return at all (replaced by something or nothing).


    Using the Sea of the Damned / Memories
    While this mainly for Adventures that took place at Golden Sands, and other locations that don't exist at the moment, because most Adventures could still work in the Sea of Thieves we know today ("Forts of the Forgotten" is a Raid Voyage, "The Siren's Prize" is a Tall Tale, and "A Hunter's Cry" isn't in the Sea of Thieves). Whole, or parts of, Adventures could take place in the Sea of the Damned (or be revealed using the Enchanted Lantern in the real world), letting the present world to stay as is and Adventures to be played in a world "as we remembered it".

    Using "Shrouded Islands" as an example, the entire Adventure could play out in the Sea of the Damned. Traveling between the foggy memories of different islands guided by the Mysterious Compass found in the ruins of Golden Sands and parting the fog using braziers lit with the Flame of Souls. Also, traveling from Port Merrick, through the Tunnels (maybe accompanied by a version of Call of the Bells), and ending with being greeted by the ruins of Golden Sands is quite the opener.

    Another way would be just to use the Sea of the Damned to obtain the Compass and Flame, then being spit out near Shipwreck Bay to finish the Adventure in the real world.

    The following could take place in the Sea of the Damned :

    • (1) "Shrouded Islands" - (see above) uses Golden Sands
    • (2) "Forts of the Forgotten" - opens and ends with Golden Sands, the Adventure instead uses a large garrison similar to the end of Legend of the Veil. Get in, find and free everyone, and get out. Alternatively, it could be a unique reskinned Raid Voyage.
    • (4) "Lost Sands" - uses Golden Sands and surrounding islands. AI-controlled Hunters and Reaper Phantoms could be added, defending various locations and ambushing players.
    • (6) "A Hunter's Cry" - it already does.
    • (8) "The Herald of the Flame" - this one could 100 percent take place in the Devil's Roar as normal, however this was the last ride for Pendragon before he was banished. Maybe there could be hints as to his whereabouts, and maybe you just aren't talking to memory.

    Other

    • "The Horader's Hunt" - In the back of the Memory Vault is a chest with 3 locks, a book, and a note daring crews to complete a Voyage on behalf of someone called "H". Accepting the book and note unlocks a new voyage on the Quest Table, which crews can use to start the Key Hunts. From here, the new voyage is like the Legend of the Sunken Kingdom (one massive voyage with no checkpoints). The chest from the Memory Vault is placed on their ship, and crews search for the keys to open it. Each key is buried with a book with the clues to the next part of the voyage. The reward for all of this is worth it... right?
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