Posted by chocolatl at 2007-04-03 17:41:54 Voted 9.75 on 04/03/07
I am SOOOOO glad you posted a walkthrough. (Calendar? What calendar?)
I really think your solution is more suited to a guilty person than an innocent one, and you really don't get to find out the truth at the end. Maybe in Chapter 2 we find out more?
Have you thought about changing the category? I think this is more of a City Adventure--this part of it, at any rate.
I'm looking forward to chapter 2.
Fantastic, thanks everyone. I'll see if I can make it a bit more easy to follow- I've already played with the journal a bit to guide people better and I'm in the process of adding an extra quest to give the player a little more access to money
Posted by Braethorn at 2007-03-31 15:13:25 Voted 9.75 on 03/31/07
Well DUH!!! :D Thanks--got it now.
Haven't enjoyed a module this much in ages.
Novel idea , love having to creep around avoiding the guards etc.
And the only reason I couldn't give it a 10 is cause it's not exactly perfect yet. Haven't come accross any bugs but jeez..something like "hmm..safe combo..let me think..wonder if the calender has anything to do with it" would have been nice..:D
Thanks for the response Swamp Donkey. You've a promising module on your hands. If you have specific questions or desire for feedback just ask away and people will likely respond.
A major issue for me in just about all rpgs is my ability as a player to partake in the action and the dialogue so finding ways to allow my player to do and say and interact with npcs is important for me....perhaps you could allow for a few different kinds of cloths in your module and have conversation options open up depending on what the player is wearing? Just a thought.
Keep up the good work.
Posted by chocolatl at 2007-03-29 15:05:50 Voted 9.75 on 04/03/07
This is pretty interesting, but I think your solution wouldn't actually clear the character of the murder charge--it would be more likely to draw additional suspicion to him, I think.
Also, you should warn a person about those four-letter words.
I had a really hard time figuring out which ship to go to--I kept going to the other one because it had a gangplank.
Thanks for the suggestions- having no friends to test it (and of course knowing it inside out myself) I'm not always sure where the narrative is unclear. I'll see if I can't fix a few of these problems and put an improved version up!
Interesting little module. I found myself a little tired of sneaking around but after getting boots of haste it was not so bad. I had to use the command line to get the gold to buy the equipment though since there is not that much money to get. I liked the conversations between the npcs and some of the little quests the player can get into, more conversations and quests would be nice.
I wanted to be able to interact with more npcs, most of them don't have much to say. I want to be able to react, beyond running away, from the thieves in the slums. It seems there could be a number of interesting quests, conversations, and work to be found in the slums but right now there is little to do.
Put more doors into buildings, make clear via conversations what doors have no plot value, then put icons near those doors to places of note that come to the player's attention. I eventually stopped playing after not being able to find an inn where someone is hanging out....I just got sick of search door to door while avoiding guards.
Thanks for putting this up for use to play with.
Note to players, limited adult content in this module...sort of mature rating or adult I guess as you see a prostitue servicing a customer..
Actually I may be jumping the gun a wee bit with that v1.0 business. The truth is that, as this is my first posting I had no idea how to properly describe it!
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