Author Topic: Tutorial - creating a new and updated one for beginning players  (Read 20897 times)

Gabanus family

  • Board Moderator
  • Mighty Duke
  • *
  • Posts: 1340
    • View Profile
As a draft of what to mention and what not in the video's, I was thinking of this:

Remarks as I go through the process of creating a new account:
-        Why not go directly to noble creation page, rather than to family overview

-        Start with explanation of BM: Turn based RPG in medieval setting, focused on interacting with the noblemen and enjoy the rise, struggles and joys of being a noblemen.

Step 1) Account creation is rather straight forward

Step 2) Noble creation
- Most is self explanatory
        - Age, older does give you a little bit of extra skills, but that’s it. Pick what’s best for your RP
        - Continent explanation is pretty good, maybe say that if you don’t like it, you can always pause and try a different continent. People on the chat will generally be able to help you if you want.

Step 3) Play the noble:
- You first see a bunch of letters
                              - explain difference between Orders, reports etc
               - Explain left menu, that it’s basically 99% of what you’ll use and it gives you access to everything
- Messages: Most important, as interaction is by far the most important aspect of the game.
                              - Left details who you’re sending your message to. You’ll be using all/some of your realm mates the most by far, as you can pick one, or several of the nobles in your realm if you want to engage
                                privately as well.
- Right offers an overview of the messages you’ve had and sent, if you want to look at them again.  Add what happens when you have a new message.
- Information: Shows all kinds of info, most of it is just fun to go through and look at, and I recommend doing that if you want and have the time, but you don’t have to do it now, it’s a lot of info.
                              - Explain in detail: Political/dynamic map; Diplomatic relations; the bulletins; realm laws, paraphernalia overview, scribe notes and military advisor
Politics: Nothing you should be touching yet, assuming you chose a good estate. This will be discussed in a more advanced tutorial.
Travel: Super important, it’s your way of moving from region through region. If you’ve looked at the map before, you might get an idea of where you want to go, but you can only travel to one region further away, even if you have the hours for 2 regions. Once your liege appoints you to an army, your Marshal should normally tell you where to go if there is war.
               - Explain misdirect and delay arrival
Actions: Basically everything you can do with the character himself beyond the things previously.
               - Small tip: The options that end in … mean you won’t do it right away, but get another choice menu. The ones without … go into effect right away (beware of the missclick).
               - Some actions take hours, (sometimes even without reporting it, like visiting family, but of course that takes time right), try them out, but you won’t be using most of them just yet. Changing classes, emigrating, training at the academy, that’s usually stuff for later down the road, so don’t worry about it for now.
-        Guildhouses and Temples however might be interesting. Quick note, no character can be an atheist, but you also don’t have to follow an existing religion. You’ll just have your local deities or what not. But you can always write religions you come across to see what they’re about.  They have to have a temple in the region you’re at to see them, the same for guilds. Guilds have so many purposes, if you want to learn more, click on it, look at the description and you can always write to the elders. Joining often doesn’t cost that much, and you can always leave.

Orders: These are all the things you can do with your new unit.
-        Settings: How they behave on the battle field, your marshal should give you these, so you fight in the same formation as the others.

-        Field camp generally should be avoided, it doesn’t do much but waste your hours and training takes valuable time also, which you often need for traveling, so watch out with those 2.

-        Then there are a bunch of stuff you can’t do just yet, for different reasons which are explained behind each of them. A general practice, don’t loot or Hang rebels unless ordered as they can have quite some nasty consequences.

-        Paraphernalia is very important, as a typical guideline I often have 1 healer per 25 men and for infantry and cavalry, uhu you can ride horses later on, 1 banner per 20 men or so.  Scouts are always handy, but you can’t get those in cities. The rest are very specific things, but feel free to just try everything out.

Family – get back to your overview (in case you want to make a second character and get overloaded with even more info!)
New account active chars:
Garas: First Oligarch - Goriad: Astrum - Goriad II: Obia'Syela