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Workshop #3 – May 25, 2025

Hub World discussion, Guild design, Writing feedback, Community notes
Focus on structure, progression models, and gameplay integration


Hub World

There is broad agreement that a Hub World could be a strong addition to the modpack, but there are still questions around its necessity and value.

Purpose

  • Give guilds a shared space that’s visually cohesive and expandable.
  • Reduce malformed terrain generation issues.
  • Centralize the modpack and tie everything together.
  • Enables control over storytelling, mood, and custom music.

Technical Benefits

  • Improves server performance by isolating heavy calculations.
  • Avoids TPS issues from overworld entities (e.g., Mine Colonies).
  • Could allow modded access to the hub from player bases.

Concerns & Pushback

  • Some question the ROI—too much work for unclear gain.
  • Might overshadow the overworld or alienate vanilla players.
  • Could overwhelm players if too visually or structurally busy.

Multiplayer Complications

  • Should the hub be per player, per team, or shared server-wide?
  • Shared hubs might make new players feel left behind.
  • Per-player hubs raise concerns around world size and performance.

Gameplay Considerations

  • Avoid making the hub a gimmick.
  • Should reinforce gameplay—especially around guilds.
  • Alternatives should be considered and encouraged.

Next Steps

  • No decision made yet, discussion ongoing.
  • Collect alternatives from the community.
  • Other ideas (e.g., per-guild dimensions) were floated.
  • Forum post or contributor call-to-action may follow.

PRO Hub World

  • Performant (entities) [Server]
  • Place for Guilds
  • Meet-up Place [Multiplayer]
  • More opportunity for Art/Build to shine
  • Supports sky, ocean, stone block modes
  • Custom soundtrack to set theme/mood
  • No reliance on often malformed generation of overworld

CON Hub World

  • Lore Only?
  • Purpose?
  • Overshadows Overworld
  • Core mechanic?
  • Not familiar to Vanilla Players
  • Overstimulating visually
  • Distance/travel/navigation concerns
  • Other game modes?
  • Player/Team/Server implications

Guild Concepts & Functionality

A lot of energy is going into fleshing out guild ideas.

  • Guilds are tied to core mechanics: reputation, XP/event-based progression, abilities, etc.
  • Aiming for 1–3 functional guilds in the 0.2.0 milestone, with more added later.
  • Progression styles will vary: quest-based, currency-fed, event-triggered, etc.

Guild Summaries

Ladies of the Line

  • Fashion-forward magic users with elemental abilities powered by clothing.
  • Inspired by Victorian/Lolita styles; abilities channeled through tailored outfits.
  • Strong lore potential and aesthetic direction.

The Felt

  • Puppet-like hive-mind beings created by magical overuse.
  • Serve as companions, info sources, or minor spellcasters.
  • Feels deeply woven into the world’s backstory.

Threadright Atelier

  • Guild of anthropomorphic mice enhancing abilities via magical threads.
  • Uses weaving terminology (warp, weft, brocade) and RPG upgrade systems.
  • Strong crafting/profession angle; focuses on modification, not training.

Wardstone Sentinels

  • Gargoyle-inspired protectors and ability trainers.
  • Gothic fortress-like design with melee and spell combat focus.
  • Suggested gameplay: tower defense / MOBA-style objectives.

Threadmasters

  • Reality-manipulators through thread-based magic.
  • Cautious, powerful survivors of magical overuse.
  • Abilities: Splicing (teleport), Binding (crowd control), Rending (AoE).

Pattern Weavers

  • Passive-bonus guild focused on pattern recognition, buffs, and harmony.
  • Originates from a post-scarcity world.
  • Offers multiplayer support benefits: cascading buffs, area-wide effects.

Writing Prompt Feedback

  • Prompt: create two fabric-themed ability guilds.
  • Mixed reception:
    • Some felt boxed in due to undeveloped systems.
    • Others ran with it and made strong concepts.
  • Future prompts will be more open.
  • Fabric theme encouraged but not mandatory.
  • Goal: spark creativity, not enforce hard constraints.

Workshop Planning & Community Notes

  • Discussion around pacing and burnout.
  • Workshop 4 shifted into open conversation format.
  • Workshop 5 will focus on quest design:
    • Greebles
    • Tutorial progression

Upcoming Writing Prompt

  • Quests for Act 0
    • Repeatable quests
    • Side quests

Community Involvement

  • Open to all, regardless of team.
  • Ideas and feedback encouraged from lore, dev, art, etc.
  • Kiara has been especially active in keeping momentum.
  • 📚 emoji used to quietly indicate post-read without upvoting.
  • Team wants this to stay collaborative and inclusive.