Author Topic: Heroes of Westhaven  (Read 130318 times)

Tom

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Re: Heroes of Westhaven
« Topic Start: June 04, 2015, 11:12:07 PM »
The quest result as the game will show it:

The young daughter of a wealthy trader has gone missing and nobody has seen her for two days. Her father is worried and has hired the characters to investigate and bring her back.

They begin by looking into her room and the house, checking for clues.
They find the flyer of a wandering circus that is in town, making their show on a field just outside the walls.
Visiting the circus, they meet the wandering folks, people free but shunned, living in their waggons, constantly on the road, welcome in many towns on the first day for the news and entertainment they bring, but disliked soon after. The wandering folks are hesitant to talk to strangers.
But the characters charm them and soon find what they suspected, the girl living in one of the waggons, having fallen in love with a juggler.
Finally, they meet the girl herself, and decide to talk some sense into her.
She objects to most of what they say, but at least she agrees to come with them to see her father and talk to him.
They return the girl to her father, as promised, and collect their reward.



Now here is what is going on behind the scenes:

Hero group Mighty Heroes runs quest daughter
Hero group Mighty Heroes tries challenge clues
...requires wisdom of at least 10 (scaled from 12)
...they have 18 plus 0 from items
...success
Hero group Mighty Heroes tries challenge folks
...requires charm of at least 17 (scaled from 20)
...they have 16 plus 0 from items
...using magic - they have 6
...success
Hero group Mighty Heroes tries challenge girl
...requires charm of at least 9 (scaled from 10)
...they have 16 plus 0 from items
...success
Quest Success
evaluating usefulness of club
...not needed (-3)
evaluating usefulness of scale armour
...not needed (-17)
evaluating usefulness of axe
...not needed (-2)
evaluating usefulness of +1 leather armour
...not needed (-8)
evaluating usefulness of staff
...not needed (-2)



Mighty Heroes
=============

Gold: 80


Characters
----------

1 - Franziskus, lvl. 1 priest (450 xp)
2 - Chuck, lvl. 1 thief (450 xp)
3 - Timothy, lvl. 1 wizard (450 xp)


Needs
-----

wisdom - 0.1
charm - 2.1


Loyalties
---------

Shop Zakky's Best Gear Shop: Loyalty -24
Shop Rax's Rocks & Random Regalia: Loyalty -8



So, what's going on here? The quest is light on combat, having only one and only if the heroes mess up the "talking to the wandering folks" part. In this case, they avoided combat, so all the battle gear they bought was useless, resulting in a drop in consumer loyalty. Why the overpriced +1 leather armour lead to less of a drop than the fairly priced scale armour is interesting, I will check that in detail.

The characters got some gold from this, and experience, but not enough to make a level. However, they have developed two needs: They understood that wisdom is important and while they had enough, a little bit more would be fine. They also had to use magic at one point because their natural charm was not enough, and they will now be actively looking for items that can raise charm, and will be willing to pay more for them.

Now here's the tricky part of the game: When done, you cannot stockpile immediately. All items will have delivery times. So when the characters are in your shop to buy stuff, knowing this won't help you if you didn't already get it.

I will simulate this here by not allowing you to buy additional items when a group of heroes is already in your shop.


These heroes will now go and get some drinks and enjoy their life before looking for the next quest. In the final game, they will spend gold on healing and such as well, if they suffered wounds or other damage.




Now let's give DeLegro and me a chance to play and then we will run a second round. The final game will not be in rounds, of course.