Player generated 'dungeons'
The Lore:
The leaders of the city-states recognize that adventurers work best in small-unit actions, accomplishing specific goals. Rather than drilling them with the army, the leaders grant permission to private companies to establish training grounds (i.e. dungeons) with which to train their fellow adventurers.
The Mechanics:
- A private company can purchases a license to operate a private training ground 'dungeon'. This license has a weekly / monthly fee. This fee scales with the size of the dungeon.
- The privately-owned dungeon is a separate instance.
- This instance consists of both above-ground 'forest' areas and below-ground 'rock' areas. The default instance layout can be modified by botanists and miners (I tried to think of a way for fishers to be included, but couldn't
)
- Both decorative and functional crafted items can be added to the instance. Decorative in order to add ambience, etc. Functional items such as traps, levers, teleport plates, etc
- In order to add monsters, said monster must first be captured in the wild (think of the opening scene in the Ul'dah city story quest with the goobue). This would presumably be some new class, and would, for more powerful monsters, require a party. Said captured monsters would be tradeable on the open market.
- Monsters in private company dungeons give SP, but do not drop loot (in order to limit exploiting)
- A player can only run through a particular private company dungeon once per day (again, in order to limit exploiting, and to encourage competition)
- Companies can set an admission fee to enter their dungeon. This allows recompense for the effort spent creating it, and encourages companies to create popular, compelling dungeons instead of simple walkthroughs.
- Companies can set a pool of item rewards for completion of a dungeon. Each item reward has an associated fee for entering the dungeon. Each player in a party registering to enter the dungeon chooses their possible item reward separately (and so pays their fee separately).
My thoughts on the incentives to the involved parties (e.g. why some items are up there)
One goal was to include all of the classes:
- Combat classes have dungeon content, as well as monster hunting
- Crafters create and place items within the dungeons
- Gatherers modify the dungeons, as well as the usual gathering of materials for the crafters
Another goal is to give incentives to the companies to provide interesting and challenging content (as opposed to simple walk-throughs to be exploited for easy ranking up), while not making it impossibly difficult.
- By limiting each player to going through a particular dungeon once per day, the exploits of easy walk-throughs are limited (though not eliminated)
- By limiting each player to go through three dungeons per day, it creates competition amongst companies to provide the most interesting dungeon
- By allowing companies to offer a reward for completion (the reward is contingent upon completion), the company is given incentive to make it a significant challenge
- The competition amongst companies limits the dangling of items for 'impossible' content
- The entrance fee for companies provides incentive for companies to attract as many players as possible
- The recurring weekly / monthly fee eliminates 'dead' dungeons and provides further incentive for the companies to make the dungeon 'pay for itself'
Finally, the players must be given incentives to actually run through the dungeons
- Allowing the gain of SP through dungeons is one incentive
- Allowing selectable item rewards for completing the dungeon is another incentive (this kind of works like a really long, drawn out market ward, in a sense, but with the gamble that you won't receive the item if you don't complete the dungeon)
- Limiting the dungeons a player can run through per day induces the player to select only those dungeons with the 'best' content (in their eyes), thus motivating the companies to vie for the limited player interests.

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