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Messages - Crayne

Pages: [1] 2 3
1
Shopkeeper / Re: Heroes of Sansibar and Tilog
« on: July 15, 2015, 10:14:16 PM »
Will shop for sections first thing tomorrow.

2
Shopkeeper / Re: Heroes of Sansibar and Tilog
« on: July 14, 2015, 12:56:43 PM »
ID#6. - Accoutrements for the Adventuring Gentleman

3
Shopkeeper / Re: Dev Log
« on: July 12, 2015, 11:42:49 AM »
Awesome. :)

4
Shopkeeper / Re: Looking for Playtesters II
« on: July 06, 2015, 03:27:03 PM »
I'll go for the small town.

5
Shopkeeper / Re: Looking for Playtesters II
« on: June 30, 2015, 02:20:06 PM »
Signing up.

Why: I'm intrigued by the angle this has on traditional fantasy games, and I'd love to be able to help out. :)

6
Shopkeeper / Re: Heroes of Westhaven
« on: June 29, 2015, 12:24:06 PM »
Well, I may have won the lottery, but they're a very picky lot. Won't replace even a knife with a sword, eventhough the need for damage buffs is high. Eh, made some cash. Move along now, people. There's more shops than this one. ;)

7
Shopkeeper / Re: Heroes of Westhaven
« on: June 26, 2015, 09:52:11 PM »
Actually, crash or no crash, I would like to reset the game, because I have a couple of changes that I cannot easily apply to the running game.

Go fkr it. :)

8
Shopkeeper / Re: Heroes of Westhaven
« on: June 26, 2015, 08:58:37 AM »
They move out every turn though so you probably won't be able to sell them any.

I wasn't hoping to, don't worry. I have no idea why they're still here. That's the point of the Cheese Shop reference. ;)

9
Shopkeeper / Re: Heroes of Westhaven
« on: June 26, 2015, 08:11:20 AM »
There is still hope, all their current shop can sell them is 3 mana potions.

Nope, not even that. They're being ordered. Remember the Cheese Shop. ;)

10
Shopkeeper / Re: Heroes of Westhaven
« on: June 25, 2015, 10:17:23 PM »
Never mind. :p

11
Shopkeeper / Re: First Impressions and Other Feedback
« on: June 25, 2015, 08:57:34 AM »
I didn't mean you will be totally in the dark. But you will not know the NUMBERS.

They will come and say "hi, we are looking for some weapons and maybe something that makes us more strong", instead of "damage (5) and strength (2)".

That'll be so much better. Especially if there's a large diversity in the terms they might use to describe their needs.

12
Shopkeeper / Re: Heroes of Westhaven
« on: June 25, 2015, 08:56:29 AM »
Hah, I've got a Monty Python's Cheese Shop sketch thing going.

"Do you, in fact, have any items in this shop?"
"Yes."
"Really?"
"No."

Two parties hanging around waiting for me to pull something out from under the counter. Wait for two more days, guys. Get comfortable, I've got coffee. ;)

13
Shopkeeper / Re: Quest Writing
« on: June 25, 2015, 08:54:13 AM »
My two quest files (as per the latest version on page 3 of this thread) give the following results (which I'm pretty sure aren't correct ;)):

Quote
There were errors parsing your quest:

Error parsing texts: Unable to parse at line 4 (near "The party meet a shaken Father Simeon at the local tavern, fearful as he is of staying too close to the cemetery next to his small chapel on the outskirts of town. He tells them of strange barely ").
texts for challenge gates are missing
texts for challenge forest are missing
texts for challenge clearing are missing
texts for challenge necromancer are missing
Challenge trophy: unsupported parameter trophy

14
Shopkeeper / Re: First Impressions and Other Feedback
« on: June 24, 2015, 11:07:24 AM »
I'm kind of missing the more "risky" elements of a good game. I'm aware one can speculate on how much parties are willing to pay for stuff by looking at their needs, but there's a lot that's set in stone. Maybe there's room for things like bribing the couriers to get your goods faster (might work, might not, depending on your reputation, the amount of gold you offer, the items you're ordering etc.), haggling with your supplier for a discount etc.?

15
Shopkeeper / Re: Quest Writing
« on: June 24, 2015, 09:07:40 AM »
Edited:

Code: [Select]
title: The Necromancer's Song
summary: Local priest Father Simeon has sounded the alarm bell as more and more of his crypts seem to be disgorging their occupants.
intro: >
The party meet a shaken Father Simeon at the local tavern, fearful as he is of staying too close to the cemetery next to his small chapel on the outskirts of town. He tells them of strange barely
audible music coming from the forest near to the cemetery, and of the dead who wake and leave their coffins to find its source. They don't seem to be very interested in traditional living dead activities
such as menacing the living, but he can't tolerate the sanctity of the cemetery violated in such a manner. He pleads with the party to find the source of the music and remove it, so that the dead may
rest again.
challenge:
  gates:
    intro: >
    Approaching the cemetery gates, the party is confronted with several living dead attempting to shamble away from their not so final resting places. They ignore the party, intent on shambling past
    towards the woods.
    success: The party correctly assumes they can safely follow from a distance and follow the dead into the forest.
    failure: >
    Attempting to send the living dead back to their graves backfired and the dead are victorious while the survivors lick their wounds.
  forest:
    intro: >
    The forest is dark and foreboding, but then, it always is. In the distance witchfire leaps from stone to stone in some kind of clearing. However, before they get there, they are confronted by a
    tombstone golem. "I smell the stench of life on you," it grumbles and attacks.
    success: >
    The group hastily grabs its weapons and shield, just in time to stop the murderous blows the golem deals. In a war of attrition, they manage to whittle the stone abomination down to a beligerent
    pebble before dispatching it with a final blow.
    failure: With little time to prepare, the group gets hammered by heavy blows. Soon, they find themselves defeated by this stone abomination.
  clearing:
    intro: >
    In the clearing, a hooded figure sits cross-legged, playing a flute made of a dark wood. The assembled dead, hundreds of them by now, stand swaying around the figure. As the party enter the
    clearing, the music stops and the figure pulls back its hood, revealing a gaunt, yet somehow striking feminine face. The woman stands and bows before barking commands in a language that
    makes the party's ears hurt. The dead fix them with their empty stares and advance.
    success: The party manages to wade through the masses of decomposing flesh to confront the figure at the center of it all.
    failure: Overwhelmed by the hordes of living dead, the party's quest ends most abruptly.
  necromancer:
    intro: >
    Her hordes of living dead defeated, the woman stands tall and snarls. Her fingers form complex arcane signs and she starts muttering strange incantations. The party waste no time and attack
    before she can do any damage.
    success: The woman attempts to wreak dark havoc on the party, but to no avail. As the final blow is struck, her dark magic dies with her.
    failure: >
    Too little, too late. As the party attacks, the necromancer unleashes spells that suck the life from her opponents. The party is horrendously defeated, leaving the woman in the woords to her dark
    schemes.
result:
  tpk: Father Simeon waits and waits, not knowing that the woman in the woods has added another few minions to her flock.
  failed: >
  After reporting back to Father Simeon, the party drowns its sorrows in the tavern. It's not long before another party is approached to solve the Father's problem. Perhaps they can succeed where
  this party has failed.
  success: Having subdued the necromancer's apprentice, the party reports back to Father Simeon and receives a token of his appreciation.

Code: [Select]
# Quest: The Necromancer's Song
# written by Ferry Bazelmans <[email protected]>

min_level: 2
max_level: 4
challenges:
 gates:
  level: [0,2]
  progress: 1
  test: [Wisdom, 15]
  success:
   damage: 0
   xp: 75
   gold: 0
  failure:
   damage: 15
 forest:
  level: [2,4]
  progress: 2
  test: [Damage, 20]
  success:
   damage: 10
   xp: 250
   gold: 0
  failure:
   damage: 20
 clearing:
  level: [4,6]
  progress: 2
  test: [Damage, 25]
  success:
   damage: 10
   xp: 100
   gold: 60
  failure:
   damage: 15
 necromancer:
  level: [6,8]
  endboss: true
  trophy: ["The Necromancer's Flute", 3, 1]
  test: [Magic, 25]
  success:
   xp: 400
   gold: 100
  failure:
   group_damage: 6
   attribute_damage: [Toughness, 2]

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