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Massively Speaking Podcast
Massively Speaking Episode 185: Bree-to-play
Latest episode: Tuesday, February 7th, 2012



Reader Comments (1)
Posted: Dec 10th 2007 3:44PM (Unverified) said
With a more flexible endgame adventuring structure, some imaginative gamesmithing, this wouldn't be such a problem. You DON'T HAVE to build encounters to make it difficult for players to assemble a successful group.
Just brainstorming alternatives, I can toss up several different ideas: Allow raids to hire NPC adventurers to fill empty raid slots; Allow understrength raids to fight bosses to a draw rather than a death, resulting in less loot; Split endgame raids into teams to accomplish specific lesser objectives racing against the clock or each other...
There are a LOT of gameplay innovations that could be used and developed to the point of allowing a much more flexible schedule.