Endless or brief depending on style of play. When you die the story is just begining!
Number Players
Open exploration is okay, players may even disagree and conflict.
Language
English
Level Range
Death can be a learning experience here. A set of situations and personalities if you don't listen then sometimes you need to run.
Races
Try different ones - learn the languages to learn more...
Tricks & Traps
Medium
Roleplay
Heavy
Hack & Slash
Medium
Classes
All. Specials for Druids, Thief, Spell Casters.
DMNeeded
No DM Required
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
25
Max # Players
15
Min # Players
01
Min Character Level
01
Content Rating
Teen
Alignments
Alignment is not used its ignored by the systems. Honor, Faith, Culture, Language matter here. Magic restrictions are also ignored - barbarians and bards know the powers of runes and oghams.
Gameplay Hours
<1
Description
Tales of Celts is about an adventurer who is not in a story. They are really marooned on a celtic island and face exstreme physical, spiritual, cultural, and plain lack of knowlege, language, food, or trustworthy friends challenges that entails. Answers are there, but it may take (PC) lifetimes to gather. There are also great wonders and a chance for you to add your own imagination to many of the situations. It can be played solo or in a group and really should be played many times and then with a group to understand what is going on and the possibilities.
Use the readme if you want some hand holding - this is not your usual by the numbers RPG. There may be bugs in the mod. That is a challenge of me pushing the envelope with the tool - not just because I do not care. So do not vote for this mod if you cannot see or agree to its goals and do not think as most players who voted or downloaded did that this is a ongoing project and one overall worth a 9.5 vote.
More -
For new players - This game is not designed to be played in the way you normally play a computer game. Do not vote for it if you have not played before. Review the readme document. You have been warned - you will experience culture shock.. Things are done to both reflect Celtic/Ancient European culture and create player level tensions that are unusual. It can be as simple as a character walking away to act before a player completes the conversation, to the lack of food or fire barriers that require both exploration and planning to overcome. It can also be complex � like learning that there are no good or bad guys in an apparently clear moral situation to having to engage in what may appear to be idle chatter to learn key survival information or needing to learn a language to find out the truth about an area. In short we have decided to allow the player to experience the confusion and uncertainty that an adventurer would face when crossing a new land.
This is an intellectually and emotionally challenging game for players. Its based on the actual spiritual and cultural world view of the ancient cultures or Brittain, Rome and north Africa. This is NOT Faerun. The game even challenges spiritual beliefs for some players. This goes beyond your character - its about you. - and you may not enjoy it unless you are willing to get more involved with your character and the world - to add your imagination, and to enjoy being manipulated, rewarded, terrorized, betrayed, and lionized as a player as well as a character. Use your journal to add notes, use the map to make pins of what is at a location. Think about what is being said to you and what might motivate it.
To accomplish this the very design of the game is not what you expect. Here are a few of the many ways you will be challenged and jolted.
1) The characters are not color coded or named so you can see alignment by appearance. A demon might be a friend. The beauty in a white dress may be a vampire who is lying to you and telling you to slay the demon. Even the gods may lie to you here. Alignment of the NPCs is acted out in scripted behaviors and may change. Thats right - there are no good or bad guys, and someone may attack you or your henchmen for some reason and then later on they may shift to being a faction friend and help you out.
2) You will need to track down the people who will teach you to speak Celtic or Norse or you will find many folks do not like you or cannot communicate with you.
3) There are spirits that cannot be killed, spirits who can reward you with knowledge, take you to other planes, or kill you if you fail to follow your nature (such as famine)
4) This is a matriarchy. This is a blood thirsty honor bound not afriad to die culture. As a result if a woman asks you to die for her you are expected to. If you die without honor you will find it very difficult as a player to escape (it can be done) but if you die with honor you will find that you can quickly escape once you take the time to realize who is telling the truth and who is lying in the afterworld.
5) This is a spiritual world. Barbarians and bards and druids have knowledge of souls and spirits and use them to escape the afterworlds.
6) This is not a story telling module, its an interactive module, a set of situations and relationships portrayed for you to enter. If you review the comments you will quickly see that any idea you have that this was not thought through or that there is no story or conversations etc. is a result of your not paying attention or not being willing to die and suffer the torment of the unknown (when does this end..how do I get out.. what does that mean...)that a dead person would. Each and every item and event is related to the spirits and personas of the world you have entered.
7) There are a number of randomizing factors in conversations, item placement, faction relationships that were intentionally added to make each game play different in subtle ways.
For veteran players of Rome games -
This module is not an upgrade for the Tales of Celts product group. While I appreciate your constructive feedback especially from fellow developers who know the challenges - because of some ignorant voting of others - if you vote with a score lower than the current average you may be sending this module into further obscurity (average score below 9.5). I would rather have you abstain and focus our energy on new works in progress. I decided to withdraw my work from public view - but after a set of very kind letters from community leaders I have decided to remain in the community. I have some real life adventures that will prevent me from making changes or adding new works soon - a new child in a few weeks. I want to encourage you veteran players and fans to help new players to understand what is going on and to keep a log of fixes and additional modules you would like to see during my hiatus. I will be checking this forum every few weeks but only acting as time allows on the goals below until winter.
I outlined my goals for the product set a few months ago. These goals have to shift as clearly my priorities and goals have in life, and the community support has been mixed. Here is an update on my plans as they stand today. I have a lot more to say about how I feel, but I want that to be constructive and as a Minnesotan � well it takes us a while to calm down and say how we really feel. Most of us die before its done, but I will try to do better than that.
Group 1: A set of smaller modules that are more linear or contained and highlight special stories in the Tales of Celts world. (In progress. I want to release one or two works using 80-200 hours of my time to produce that bring out two of my favorite plot lines � Terela the follower of Hel, and the story of the move from Christianity from paganism.)
Group 2: Tales of Celts Original - using CEP as the only HAK. Occasional fixes and updates. (Removed from Vault due to lack of time and NWN2 obsolescence)
Group 3: Tales of Celts II - uses a few new haks to add significant play experiences like horse riding and artistry (Occasional fixes and updates - conversion to NWN2, links to expansion modules. Some areas or features may be removed or altered to create a �basic� and �expert version� due to new player learning curves. Investment of 20-40 hours)
Group 4: Tales of Atlantis - expands on the cultures presented in Tales of Celts & adds additional African/Carribean and mystical cultures to the game. (In progress, early beta release possible more likely a NWN2 product Investment of 500 hours already � 200 more expected during release/conversion).
Thinking Developer�s Journal : A series of essays on the goals and challenges of creating interactive art that is more than just a game and the impact of tools and community on the work. (Concept only. Feedback welcome).