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    Old School RuneScape: Have a question about the game or the subreddit? Ask away!

    Old School RuneScape: Have a question about the game or the subreddit? Ask away!


    Have a question about the game or the subreddit? Ask away!

    Posted: 28 Sep 2020 05:07 PM PDT

    Daily /r/2007scape question thread for Tuesday, September 29 2020 (posted on 00:07:08 UTC - RuneScape server time)

    Ask anything about Old School RuneScape here! They are designated for you to ask anything you like that is relevant to the game or this subreddit. Remain respectful to your fellow 'scapers when answering questions; there are stupid questions, but it does not mean you should not be respectful whilst answering them.

    Click here to view the archive of /r/2007scape "ask anything" threads.

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    Newspost: Leagues II - Trailblazer: Releasing 28th October!

    Posted: 29 Sep 2020 10:12 AM PDT

    Woman Yelling at a Cat - Old School RuneScape Fan Art

    Posted: 29 Sep 2020 05:00 AM PDT

    Bucket list

    Posted: 29 Sep 2020 06:41 AM PDT

    Unlisted TrailBlazer League trailer

    Posted: 29 Sep 2020 05:00 AM PDT

    flexing in ge like

    Posted: 29 Sep 2020 07:03 AM PDT

    Suggestion: Rune God Metal Boots

    Posted: 28 Sep 2020 07:03 PM PDT

    The Wise Old Man... from Up

    Posted: 29 Sep 2020 08:36 AM PDT

    Plz. I have nothing

    Posted: 29 Sep 2020 06:26 AM PDT

    The Challenges of Designing a Modern Skill, Part 1

    Posted: 28 Sep 2020 11:50 PM PDT


    1-0 - Introduction


    Since the dawn of mankind, we've seen our fair share of wars, social movements, riots, and tyrants. But nothing has received quite the attention, quite the commotion, or quite the uproar as the idea of adding a new skill to OSRS. Despite the numerous times people have tried, their efforts have fallen flat, leaving Hunter as the long-standing bearer of the "most recent skill" title. Many, in their despair, have assumed that this champion will never be dethroned.

    The goal of this discussion will be to perform a thorough analysis of the issues faced when conceptualizing a new skill. We'll touch on the history of skill proposals, skill design philosophy, design process, presentation, the polling process, and offer some light suggestions to those who wish to have their own hand at skill design. While no skill will be offered here, we'll cast a broad net to cover just about everything that it might look like, or perhaps what it must look like to meet the commonly perceived "modern standard."

    Warning: this is going to be a very lengthy 3-part series. Unless you plan on reading it all, I'd suggest looking at the Table of Contents for something that catches your eye. The other misfortune is that the length has caused the website to spit back all my work in disgust, and therefore I've had to split it into three parts which will all eventually be found together in their natural and purest form here. My apologies.

    Table of Contents:

    1. Introduction (you are here)
    2. The History of Skills
      1. Artisan
      2. Sailing
      3. Warding
    3. Skill Design Philosophy
      1. Complexity in Gameplay
      2. The Core versus the Expansion
      3. Complexity in Terminology
      4. Skill Categorization
      5. Integration
      6. Slayer and Dungeoneering
      7. Rewards and Motivation
      8. Progression
      9. Solo versus Group
      10. Bankstanding
      11. Buyables
      12. Balancing
      13. Skill Bloat
      14. Skill Endgame
      15. Alternate Goals
      16. The Combat No-Touch Rule
      17. Aesthetics
      18. Afterword
    4. Unconstructive Arguments
    5. The OSRS Team and the Design Process
      1. Designing a Skill
      2. Presentation and Beta Testing
      3. Development Effort
      4. The Problems of Democracy
    6. Conclusion

    2-0 - The History of Skills


    To begin this discussion, let's review OSRS's history with skills. What's been tried in the past, and why didn't it work?

    Few things have been more compelling than the idea of a 24th skill in OSRS; the community, priority polls, weekly Q&A, and annual survey are constant reminders of the demand for a new skill (by the way, where are the 2020 annual survey results?). Even previous polls for introducing a skill have always come with a majority in favour, despite never reaching the 75% threshold for passing. Nothing can drive conversation quite like a skill announcement or blog. So, let us start right at the beginning.

    2-1 – Artisan

    In late 2014, Jagex was feeling ready to shake up the old formula. The early days of OSRS were passing, and more and more players were in favour of change, a stark contrast to the first pioneers of the game. And of the many skills that players trained, the popularity vote clearly put Slayer on top. Slayer updates were hitting the mark left and right with players, and not without reason: it had variety, adventure, strong and satisfying rewards, trained multiple skills simultaneously, and promoted genocide. What more could players want? The answer was obvious: Slayer 2, but for skilling.

    And so the idea of Artisan was born. Originally designed by a player in an old Player Designed Contest, it was elevated over the other player suggestions and taken up by Jagex as an official project to blog and poll. Interestingly, the other options were Astronomy, Forestry, Geomancy, and Herding, but unfortunately the original forum post that detailed them is now gone, and it appears that they were not recorded elsewhere. After three developer blogs, the final version of Artisan presented a familiar skill at its core: get an Artisan task that requires you to perform a specific Gathering skill for a specific goal. In contrast to Slayer, you could then choose your next task to be a Production contract that uses the resources you just gathered at an artisan's workshop. While Artisan also included a points system like Slayer, rather than also acting as an exterior, abstract reward system, it simply allowed blocking, cancelling, or allowing certain tasks. Instead, each type of production task would result in a task-specific reward. These rewards were extraordinarily broad and all-reaching, from new gear to improved skilling equipment, consumables for skilling boosts, new runes, construction shortcuts, and more.

    Altogether, Artisan was polled twice: once after the first developer blog where it failed at 58.9%, and once after the fourth and final blog where it failed at 56.5%. Players were generally in favour of Artisan, but a couple problems were raised that stuck with it till its death. First off, to many players, Artisan felt more like a mishmash of skills rather than something that had its own identity. Notably, the same players would leverage the same argument against Slayer, that neither felt like a proper skill. Others looked at the vast list of rewards, a list that intentionally touched nearly every aspect of the game, and felt that Artisan was trying to do too much at once without having a distinct theme or endgame in mind. Yet another group simply balked at general unoriginality and "boringness" of the skill. Despite Jagex's multiple revisions, demand for the skill was nowhere near the required threshold.

    However, Artisan did succeed in inspiring discussion across social media and getting players to dream of what a fabled 24th skill could be. But Jagex would hold their tongue for some time, and several ages of man would pass before the next skill was proposed.

    2-2 – Sailing

    Dungeoneering: perhaps the most debated skill ever released in RS2. Both loved and hated by many, one couldn't deny that it had high player engagement, great production value, and always felt fresh.

    The previously mentioned "several ages of man" passed in just over a year, as Jagex was still hungry for something new. They had heard the players' cries over the past year over the loss of a potential new skill, many of whom shouted in turn for Dungeoneering. So, in mid-2015, Jagex answered their call and announced Sailing, or Dungeoneering with an OSRS twist.

    As a skill, Sailing was fairly intuitive, taking place in three steps. Step 1: You start by building a ship with Crafting, Construction, and Smithing. Step 2: You navigate a Sailing route or simply sell the ship and start again. Step 3: You take the ship exploring randomly generated maps, find loot, fight monsters, meet NPCs, explore dungeons, and so on. The Interior Rewards from levelling included upgrading your ship to be more capable on the seas, while the Exterior Rewards included access to new areas of the game (like Fossil Island or Atlantis), new resources, new combat gear, and more.

    Being a Dungeoneering lookalike, many old wounds were viciously torn open, and many long-lost arguments started to burst from their graves. Again, it seemed we had the hateful minigame skill mashup on our hands rather than something that tried to stand on its own. And just like Dungeoneering, many players felt that the skill isolated itself from the rest of the world and kept trying to drag players away from the usual game-space that every other skill respected. Similarly, the rewards of the skill felt blurred and thematically incoherent. Some of these were new dragon weapons, new Hunter creatures, new gems for new jewellery, Augury and Rigour, and a lot of categories that clearly the developers weren't sure how to fill (like advertising the actual term "new resources"). It felt like a developer had a bunch of cool ideas and threw them all in without caring if they made sense with the skill or each other. Finally, a number of shrewd players starting asking questions once they heard the OSRS Team promise that Sailing would be delivered by a team of 10 developers in 5 months, and didn't expect that it would delay the progress of other already-announced content. If Dungeoneering took the full-fledged RS2 team around 2 years to make, what was the production value of Sailing going to be with such limited resources?

    In the end, Sailing failed the poll at 68%. A marked improvement from Artisan and the highest of all OSRS's proposed skills, but not sufficient to hit the legendary threshold.

    2-3 – Warding

    Runefest 2018 was a real banger. The Kebos Lowlands are perhaps the first large piece of landmass released in OSRS that right from the start felt wholly natural, alive, and filled with content - an immense step forward from the first run at Zeah. Song of the Elves also truly lived up to the expectations of a Grandmaster quest, and Prifddinas and the surrounding areas turned out stunningly beautiful. The PVP All Stars Championship was pretty fun to watch as well. And the Bounty Hunter rework signalled revolutionary changes that are still alive and well today…

    …But most importantly, Jagex announced a third attempt at a new skill after three years of silence: Warding, a production skill for Magic gear. It was a return to the roots of Runescape's skills and fundamentally simple in its goals, but it also promised to be so much more. It relied on Hunter as a Gathering skill for materials, as well as offering a bit of gathering itself: you collected a substance called Vis from splashing with Magic or breaking down certain items. These items would include products from Smithing, Crafting, and Warding, as well as clue, Slayer, and boss drops. Combining Hunter materials and Vis, you created Mage gear, imbued items, and other niche rewards.

    But the players weren't all too eager to accept it. Yes, Warding felt very old school, but it was plagued by a number of problems. Many felt that what Warding offered was better covered by Crafting, Runecrafting, or Magic, just as magical gear was traditionally handled. Others felt bogged down and disoriented by the massive overhauls that Warding underwent between its first and final design – there was almost never a clear idea of what the skill looked like between all the design phases. Furthermore, so many concepts, as they were originally detailed, were so unnecessarily complex, badly thought out, or unclear in their intention and naming conventions that nobody seemed sure of how one actually trained the skill. Finally, the loudest argument was simple: players felt that Warding was boring and unoriginal, and therefore didn't want to engage with it.

    Warding went to the polls much later down the line in July 2019, failing at 66.1%. From there, the quest for a 24th skill has since remained untouched. These days, while the odd conversation will strike up about having another skill, the Jmods usually leave the topic at, "If there's a good idea, we're game to try."

    And that's where we stand today.


    3-0 - Skill Design Philosophy


    The ingredients that go into a skill can be near-incomprehensible. If you look at the current slew of skills that we've had for 13 years, trying to dig patterns out of them that can inform the design of a 24th skill is challenging. Most skills seem arbitrarily or mindlessly designed without a care for consistency or balance, but rather based on a sense of, "Hey, this isn't a skill yet and looks cool." Before you fall into the crushing realization that skill design philosophy may have never formally existed, let me help clear the fog: most skills were arbitrarily and mindlessly designed without a care for consistency or balance, but rather based on a sense of "Hey, this isn't a skill yet and looks cool."

    Therefore, any critical thinkers are immediately put at a disadvantage, because the conclusions we draw concerning skill design philosophy are based on the whims of a few game developers who did whatever they wanted, however they wanted, whenever they wanted. With today's climate, following suit doesn't work so easily. This is the First Great Irony of trying to introduce new skills, and often enough any new piece of content: the creative freedom of the past allowed for extraordinarily bold and innovative ideas because there were no well-defined standards or a system by which players could have their say. Most of the time, if players didn't like a new idea or skill, they simply rolled with the punches or adapted their view to enjoy or ignore it. That's not to say that people didn't leave in frustration, especially when the situation became an entire social movement (EOC, Wilderness Removal, etc). Conversely, modern day OSRS has a much different situation, where people have expectations and standards that a new skill must meet in order to even exist in game. So many of the "design rules" that we're about to discuss that make for a "good" skill are heavily based on this popular "modern standard" of what defines a skill that leaves much less room for the interpretation or novelty that the RS2 developers had or what RS3 developers have today.

    With that said, let's fully engage in this First Great Irony and begin the futile task of defining a "good" skill with a modern perspective. This section is based both on the patterns set by previous skills as well as the popular (or what I have perceived as popular) public opinion of how a skill should be designed. While players often have arguments for why they like or dislike an idea, they often don't have the words to describe it properly. They know that something "doesn't feel right" or "feels old school," or that something sounds "boring" or "minigame-like," and while these may be genuine criticisms, they rarely explain why the problem pervades that particular idea. Part of the goal of this section will be to go in-depth as to why such criticisms are used and the underlying concerns of those presenting them.

    3-1 - Complexity in Gameplay

    It's simple: if you overcomplicate your skill, you've doomed your audience to misunderstand its purpose and mechanics. The early drafts of Warding fell very hard in this area; the entire process of gathering Vis, using channeling lamps, using wardstones, finding runestone monoliths, and the mix of Farming and Hunter for supplies was burdensome to understand. It didn't help that the idea of Warding was relatively abstract and removed from reality to begin with, as most of us don't engage in any form of magical crafting in real life. A new skill concept that is highly complex from the outset or too front-loaded in its learning curve will lack identity, scare players, and therefore stand out from the current skills like a sore thumb.

    Of course, it is often argued the other way around too: if your skill is too simple, it will be perceived as too boring. Ironically, the later drafts of Warding were hit with this argument as well; people started feeling that Warding became far too basic. While most understood that yes, this simplicity was in line with a lot of other skills, they couldn't get past just how plain Warding was when so many other, more exciting skill concepts had been floating around for years. As pointed out in the introduction to this section, there is a real separation between the old and the modern standard for what defines a skill, and this is exactly why a skill like Firemaking would never pass in today's environment. But the final version of Warding was very intentionally designed in this manner to mimic other Production skills; it probably would've fit like a glove back in 2004.

    So what gives? The modern standard has told you that a skill must be neither simple nor complex. The unfortunate part here is that there might be no skill concept that can please both parties, or at least please them both sufficiently to get the skill voted in. However, we can give it a try with the ideas of Core and Expansion.

    3-2 - The Core versus the Expansion

    What ideas are central to the concept of a skill, and what acts as additional paraphernalia? The Core of a skill is fundamental to its identity – this is the defining trait or series of traits that divides the skill from all others. Smithing's Core is smelting ores into bars and battering bars into gear, Magic's is using runes to cast spells, and Thieving's is taking permanent surprise loans. If you obfuscate your skill's Core, it will fail to have a strong identity that separates it from other skills, and it might as well be covered by said skills or disregarded as overly complex. Trying to introduce the skill Survival and defining its Core as a laundry list of "gathering sticks, finding berries, discovering loot, avoiding bears, and reaching the town" feels excessive and far too broad, and you'll quickly lose your audience. Note that a skill can very well have multiple activities that define the Core; Smithing involves both smelting and metalwork, but their coexistence does not degrade the identity and clarity of the skill.

    In contrast, the Expansion is the complex part of a skill outside its Core, and it is here that the more interesting activities of a skill can be fleshed out. When people ask for an exciting skill, this is where you want to engage them. Few people are passionate about line Firemaking when Wintertodt exists, or rather than running the gnome agility course on repeat it's much more exciting to tackle the Hallowed Sepulchre. Note that you cannot simply reverse the roles of Core and Expansion; Firemaking cannot be defined as a skill about Wintertodt, and Agility cannot be defined as a skill about Hallowed Sepulchre. Rather, the skill is permitted to create Expansions on the parameters set by its Core to new and enticing aspects of the game.

    Note that even if the Core is underutilized compared to the Expansions (as in the example of Firemaking and Wintertodt), the definition of the skill is still based on the Core nonetheless. The two concepts of Core and Expansion must coexist with each other; the Expansion may dwarf the Core in engagement, but it doesn't undermine the identity of the skill. You'll even want to drop a few Expansions simultaneously with your Core at the skill's release and not as separate updates, despite how the term "expansion" is usually used around video games. A player doesn't necessarily need to participate in both the Core and the Expansion to level, but can rather choose to train by their preferred method. However, having both the minimalism of a Core and the fun of the Expansion is a must to please the competing parties of simplicity and complexity.

    So when designing a new skill, it is essential that you include both Core and Expansion and clearly delineate the two, ensuring that, while remaining thematically connected, they minimize gameplay overlap. For example, in your new skill Science, the Core of the skill may be simple research and learning in a library, but the Expansions might be taking you out into the field, performing experiments with lightning, and designing equipment to go into your POH lab. Going back to the example of Survival - how about making a Foraging skill instead with a Core that focuses on simple Gathering, then include a survival-style Expansion that pits you against nature? Training a skill shouldn't necessitate both Core and Expansion, but the Core sets the fundamentals, while the Expansion allows the skill to take new and interesting twists.

    3-3 - Complexity in Terminology

    As a smaller tangent to general skill complexity, simple naming conventions are incredibly important for preventing your ideas from getting too abstract and mentally demanding. Using context-appropriate and intuitive terminology for the components of your skill is practically essential to maintaining your audience's interest. It's like any good book or movie – if you throw around a bunch of jargon in your opening chapter that only you and your most dedicated fans will understand, people will quickly get exhausted, bored, and misunderstand your ideas.

    While later developer blogs helped to clean it up, Warding committed many sins of terminology, right from the naming of the skill itself. The classic definition of a "ward" is a hospital ward, caretaker, or a defensive spell. As terrible as it would've been, "Magic Crafting" was a better name for getting the point across. But this problem permeated the early versions of the skill - a blog released in April 2019 had an A-Z dictionary for Warding terminology, with terms like Abraxas, Channelling Lamp, Magnanery, Steatite, and Vis being thrown around. As much as the effort put into it was astounding, it's exhausting to have to study a skill like an exam just to grasp the basics. Keep your terms simple and limit how much you need to operationally define them. Even with the Runescape definition of a "rune," all you really need to know about it for Magic is that you use different runes to cast spells.

    3-4 - Skill Categorization

    The OSRS wiki (Saradomin bless its contributors) divides the skill categories into four: Combat, Gathering, Artisan, and Support (Support being Agility, Thieving, and Slayer, for clarity). In this document, I will be referring to Artisan skills as "Production" skills, as the term better illustrates their function and avoids confusion with the failed Artisan skill.

    However, these categories can be muddied, broken down further, and a skill can even cross multiple boundaries. A few examples: Prayer is a supportive Combat skill, Farming produces resources as a Gathering skill but simultaneously mimics Production skills by requiring resources (seeds) from other activities, and Magic frequently facilitates Gathering-Production relationships like a Support skill. The Core of your skill is the determinant of how it is categorized, but do not depend on its categorization to be perfectly smooth. Expansions, by definition, can further blur these categories so long as it narratively and mechanically makes sense.

    3-5 - Integration

    The arguments started with Dungeoneering's release in RS2. People couldn't escape the feeling that this skill was different from the others, that it was made a skill not because it acted like one, but because Jagex wanted it to be one. Skills have always interacted with each other, whether it be a Gathering-Production relationship like Mining and Smithing or a Production-Combat relationship like Runecrafting and Magic. Alternate training methods, or Expansions, that extended beyond the Core of the skill were allowed to break these barriers, like in the minigame Shades of Morton which brought Combat, Firemaking, Crafting, and Prayer together. Dungeoneering, however, broke this unspoken rule, and consisted of depending on every other skill to further itself – consisting entirely of Expansions. It never felt like it had a solid Core, but rather felt like a bunch of skills strung together with the label of "skill" slapped on it without good reason.

    Ideally, a skill's Core functions near-independently from other skills. Yes, the ingredients required to practice a skill may be drawn from another skill, such as in a Gathering-Production relationship, but the moment-to-moment act of the skill's Core should be separate from its partner. If your new skill Diving requires Hitpoints and Agility to practice it at all, then perhaps the Core of your skill should be rethought to express better individuality. Instead, allow an Expansion to take your skill through the twist of moment-to-moment skill crossovers.

    And this leads us to Integration, one of the toughest parts of a skill to tackle. On one point, you want to preserve the old school feel of the game and avoid disturbing many of its foundational systems, but on the other hand a skill shouldn't feel like it's thrown into a box and shoved into the corner where it can be permanently ignored. When people argue that a skill concept is a "minigame skill," they are referring to the skill's lack of Integration. Dungeoneering was a terrible offender here: it took place in one corner of the map and stayed in that corner of the map, while it should have made some tangible mark on every dungeon of the game. Hopefully, there's a balance between the two extremes of preservation and integration that can be struck with your skill.

    Integration has two main dimensions, the first being world-integration: how does your skill fit into the lore and landscape of Gielinor? Does your Divining skill make sense given how time works in Runescape? Does your Literary skill work across the game world, or is it only functional in the Varrock Palace Library? If your Social skill is introduced, is every quest and NPC going to be overhauled to include new dialogue that accounts for it?

    The second dimension is gameplay integration: how does your new skill interact and respect current mechanics, most notably other skills? True standalone skills are hard to invent; most new skill concepts should synergize with current game mechanics and acknowledge the presence of other skills. If you're trying to introduce the skill Ranching, instinct will tell you that it will likely connect to Farming in some manner, if only for food to feed your animals. Similarly, what older mechanics does your new skill have to grapple with in order to make sense? Which of these need to shift to make way for the mechanics introduced with your skill? For example, your new Performance skill will inevitably need to consider certain current emotes and decide whether to shift these to the new skill (even as a level 1 unlock) or whether the new skill needs to make way so that emotes can stay the same.

    Trying to force awkward skill relationships, especially into well-established systems, can be unintuitive for new players and frustrating for old players. A skill package that comes with minor inconveniences for long-standing players can quickly be ignored, but don't build a system that intentionally irritates them. Summoning did this in RS2; it threw charms, an untradeable resource, into combat drops, when they would have fit much better as resources from, say, a new Gathering skill called Druidism. Skills must have a distinct Core, need to acknowledge natural Expansions, but also can't force themselves into unnatural relationships with current mechanics.

    3-6 – Slayer and Dungeoneering

    It will seem odd to include an entire section with so narrow a focus as two specific skills, one of which doesn't even exist in OSRS. However, these skills are extremely relevant for this conversation, because despite both being quite popular and constantly brought up in skill discussions, I have not and will not go easy on their design flaws. Perhaps that won't sit well with you. After all, many players would name both of them as their favourite skills, saying, "Shouldn't we be making more skills like them? Skills with variety, discovery, and thrill?" But here's the twist: you can have a near-exact version of task-based or minigame-style activities like Slayer and Dungeoneering without sacrificing the skill's identity and front-loading its complexity.

    A skill should be defined primarily by its action and purpose, not by its specific mechanics. Woodcutting should be defined by cutting wood, not clicking trees. Farming should be defined by growing plants, not waiting 2 hours. The mechanics of a skill are important but malleable, while a skill's definition is not. While this is no set rule, it respects the consistency in design established by every other skill. Slayer and Dungeoneering don't acknowledge this; they invent mechanics and force a skill to be defined by them. But not all hope is lost, which is why this conversation was prefaced by the previous sections on Core, Expansion, and Integration. Using these ideas, we can make Slayer and Dungeoneering into acceptable modern skills.

    To do this, one must take these examples and differentiate their Core from their Expansion. Take Slayer: the current Core of the skill is the task-based Slayer contracts. Tasks might be great fun, but they're convoluted for a skill's Core, and there's no better way to illustrate this than new players' confusion when approached with the skill. While Slayer is too ingrained to change now, how would one go about fixing this, or creating a new skill in the same vein?

    At its heart, Slayer is a skill about specializing in killing unique monsters by exploiting their weaknesses or nullifying their strengths. This works fine, but the skill's Core of running around doing jobs for Slayer masters doesn't represent this concept well. The fix is easy: make all Slayer-specific monsters give Slayer XP off-task, killing Slayer's complete reliance on tasks for training. Now you have a more defined Core that is actually about "killing unique monsters by exploiting their weaknesses and nullifying their strengths." And now new players won't be immediately confused when you try to describe how Slayer is trained, a good sign that the skill is being communicated well from its Core. Sure, you'll want to be careful about balancing the XP rates properly. If you want to preserve the significance of Slayer tasks, you could nerf every monster's Slayer XP per kill, but give it back as a nice chunky XP reward if you were on a task and completed it (and therefore preserving the current average XP rates for full tasks). Slayer tasks can still exist as the best way to train the skill or the only way to get points for the Reward Shop, just firmly in the role of Expansion and no longer bogging down the Core.

    Dungeoneering, as well as any minigame skill, can easily receive a similar treatment. Instead of Dungeoneering as sold in RS2, you could make Scholarship the new skill, whose Core focusses on uncovering ancient texts and manuscripts and transcribing them. Then, turn Dungeoneering into a Scholarship Expansion which takes the skill to the dangerous depths of Gielinor, requiring all your other skills and wits to uncover the deepest Scholarship secrets. This arrangement provides a skill with a Core that is based on its definition and not its mechanics, but still gives the opportunity for the classic Dungeoneering thrill.


    To Be Continued

    And with that, we've finished Part 1 of 3 in this series. I apologize once again that the character limit is really stifling the narrative flow of this discussion, which is why I'll again point anyone in the future to this google document here, which will be updated with each part as they release. While this part focussed on the history of skills in OSRS and the very basics of skill design, in Part 2 we'll dive into Motivations, Progression, Bankstanding, and much more.

    Thanks for reading.

    Tl;dr: In this Part 1 of 3, we reviewed Artisan, Sailing, and Warding, as well as took our first steps to defining what a modern skill should look like based on the ideas of Complexity, Core, Expansion, and Integration.

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    Trailblazer League Areas Announced

    Posted: 29 Sep 2020 05:01 AM PDT

    Going for my first Infernal cape. Should I bring ACB or Tbow?

    Posted: 29 Sep 2020 07:15 AM PDT

    oh oh

    Posted: 29 Sep 2020 12:30 AM PDT

    Leagues II - Trailblazer: Release Date Trailer

    Posted: 29 Sep 2020 05:25 AM PDT

    Gotta love the support from the fiance

    Posted: 28 Sep 2020 11:01 PM PDT

    Got the pet, lost the pet.

    Posted: 29 Sep 2020 08:43 AM PDT

    Suggestion - Update POH head display with jar display like interface

    Posted: 29 Sep 2020 05:17 AM PDT

    when youre 25b in debt and lose pid

    Posted: 29 Sep 2020 02:08 AM PDT

    Maybe this is why Rev caves have been empty the last week?

    Posted: 29 Sep 2020 04:38 AM PDT

    Why is there no female master farmer NPC? Seems sexist to me not to include a female to the profession. would definitely like to see this implemented (text below tweaked to suit female MFs would make it a 11/10)

    Posted: 29 Sep 2020 09:57 AM PDT

    Quarantine summed up in 4 words

    Posted: 28 Sep 2020 10:20 PM PDT

    Ore from 85-99 mining at MLM with Fally elite

    Posted: 28 Sep 2020 11:01 PM PDT

    Rev caves empty to avoid data collection

    Posted: 28 Sep 2020 09:59 PM PDT

    A few weeks ago Jagex released their statement on rev caves. They said something along the lines of needing to gather more data before deciding on and implementing a fix for the caves.

    Fast forward to this week and the caves have been mostly empty or at least with significantly less traffic than normal.

    This kinda looks like an attempt by clans and gold farmers to avoid data being gathered/corrupt it and provide bad results.

    I hope whoever's recording and gathering data realises this obviously isn't the norm. It doesn't even ebb and flow. It's a pretty constant high traffic area. Hopefully they've already realised this and have evidence and data from the past.

    submitted by /u/Happiikhat
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    Does anyone know what they're doing..?

    Posted: 29 Sep 2020 07:18 AM PDT

    I started to recognize these guys a month ago but I'm sure i've seen them doing the same for way longer. It's odd behavior so that's why i'm posting this :P

    Maybe you guys know what they're doing?

    Badoof

    submitted by /u/Rm966
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    Trailblazer League regions overlayed on Overwold Map

    Posted: 29 Sep 2020 08:36 AM PDT

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