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Everything posted by Flipz
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Arthur raises an eyebrow. "The orcs and the kingdoms? Apparently a lot has been happening in my absence. Tell me more."
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I guess I just really like Arthur being wrong about things, huh?
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"Maybe you're right. I just know that I've done a lot of bad things to a lot of good people, and I just want to make it up to them before it's too late, you know?" "Erm...a little," Arthur lies. Seeing that no one at the table was fooled, he adds, "The Dragon I once knew was named Vipera, and she was able to communicate telepathically through the Spirit Pools, even linking our minds together in battle." Arthur looks to Alex. "Remember that, in Drakencourt? Now THAT was a battle. Doubt Heroica's ever going to face something THAT crazy for a few hundred years," he chuckles. "Anyway, it's a pleasure to meet you, Arx. I have a lot of respect for Dragons, even the ones I can't understand." Addressing Thormanil's last point, Arthur continues opening the package, this time actually paying attention to what he is doing. "Dunno, Schezerade just said some woman had left them for me. To tell you the truth--" Arthur finally finishes peeling back the last layer of paper, inside the box, revealing an ornate gray cloak with the Shadeaux emblem emblazoned prominently across it. Enclosed is a small note, which Arthur reads aloud: Still somewhat in shock, Arthur unfolds the cape, which despite having been folded for months is pristine and without a wrinkle. Shadeaux Cape (SP:1, suitable to those with reputation among the Shadeaux only; if reputation is great, SP is doubled; if reputation is outstanding, SP is tripled; backwear) "This...this is amazing." Arthur glances over to the other box that had been given to him, a smaller but taller number with tiny silver stars covering its surface. In the flickering torchlight, the stars appear to shimmer softly, and something about it makes him wonder if they would maintain that sheen regardless of the light. "Not sure I want to open this other one, now...I can't see how it could possibly top this."
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*facepalm* Alex and Thormanil were in Baltarok together! In the same party, even! (Though obviously Arthur doesn't know that. ) I only introduced them to each other because I like it when Arthur manages to "introduce" two people who already know each other, it's sort of grown into a running gag.
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Yeah, as far as the biggest conflict on the Quest (and certainly its most successful moment), it would have to be when the Oculoids held the miners (and their precious Shadeaux rep!) hostage. I actually wish you'd made the Oculoids say "no, you take this offer, or they die and you don't get your rep". I was salivating at the thought of how Arthur would have to reconcile two of his strongest morals: don't let people die, and don't let people have to live enslaved. That failure would have scarred him, and Brittany would have been a literally constant reminder of his failure, not to mention she would have been living proof of his decision for all the world to see, proof that he's a monster inside and out. While I recognize that it wouldn't have made sense for Cobb to hand out the Shadeaux rep in that situation (making it a lose-lose as far as the rep bit goes), it did still feel like a missed opportunity. I wouldn't call it the highlight of the Quest (that would be, as mentioned, the hostage-taking Oculoids), but I do think that the arc Minoid had was both more coherent and more enjoyable than the story we got down in the dungeon. And suggestion: you already have a "robot who's found humanity" character, how would he react, then, if his own "brother" is not interested in becoming more human? Yes, you've done the ideologically opposed brothers thing already, but what if this time it doesn't have a happy ending?
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I'll divide this up the way you did, then. I'm going to be complaining a lot, but I want to emphasize now that overall, I really did enjoy myself--there were just a few nasty bumps in the road along the way. Speed/Pacing Remember when I told you I needed to explain the difference between "update speed" and "pacing"? Now is that time. You did a very good job of keeping updates rolling in at least every 24 hours. However, the pacing involves the speed that the story beats roll in and is (mostly) independent from update speed; pacing is basically "how fast things happen", while update speed is "how often we find out what things have happened"--to pull in an example, the effective update speed of one of the Dastan Quests from the perspective of someone on one of the other Dastan Quests was slow (the Heroes only found out what the other Quests were up to once in a long while); however, the relative pacing of those other Quests was high (things were happening even though they weren't being told about it). In Quest 99, the opposite happened in Nevermore; updates came in, but it didn't seem like much was happening; it's one reason I decided to split the party, as it definitely improved the pace for a couple of days. The first two-thirds of this Quest were really well paced--things started out slow, but they built, from finding Minoid and freeing the first set of trapped miners, then speeding up after meeting the first Oculoid-possessed objects (signifying something beyond a simple "beat the thing" exercise), then ramping up again with the Hexed miners (one of my favorite moments of the Quest--these are some of the few Oculoids we've seen since they were first introduced to be legitimately threatening, so if you want to counteract the Villain Decay as they slide more slowly toward mooks, the sort of scenarios that these three put the Heroes in is the way to go). We got a bit of a breather after that with the gem cleaning, but between the Dauntlet fight and the build-up of the entrance to Nevermore it felt like everything was building to a boss fight, and then... Puzzle. It's not that I didn't like the stuff we found in Nevermore (you mentioned both Lynne and Bookmark, both of whom I really enjoyed), it's just that it broke the flow; going back to something that slow (that is, cautious exploration as we have to re-establish the basic information about where we are) after all that build-up broke the tension and, ultimately, made the end boss and the material around it seem out of place. It's sort of like this: whenever there's a major change in setting (i.e. when Heroes first leave on a Quest), things naturally start out slow, as the players (and QM, to a degree) have to work out the "rules" of their new environment; in Dastan (well, Quest 31 anyway) it was the meetings with Sir Leonard and Emperor Alandri, telling us the relevant exposition (the Lion Rebels want to take back Dastan, there's a traitor amongst the ranks, etc.) followed by a brief period in which the Heroes get to learn by exploring (the tutorial battle and hex battle, which laid out the "ground rules" for the sort of fights we'd be getting; for us it was armies and rebels, for Q30 it was minions of the Assassins with added twists depending on which specific Assassins were involved, for Q29 it was critters and cultists). After that is usually the first twist; to use Q31 as an example again, we learned the identity of the traitor as well as that there were several other forces in play. We then move to more build-up (the battle at the fort and the battle with Chaos Beasts), and at last to the finale wherein all the events so far build to a climax. For 99, it seemed to follow the same pattern (as most Quests do): Introduction of the elements (learning about the Giant and Minoid), early rule-learning through exploration (us learning how we moved through the rooms of the mine, finding Minoid, learning his and our capabilities through the rat battle), twist (appearance of the Oculoids), build-up (Oculoid captives, Dauntlet battle)...and then we jumped back to the first and second steps, almost as if the Quest had started over again: we had introduction of the elements (learning about the backstory of The Regret, learning about the Devil Program), early rule-learning through exploration (exploring Nevermore), twist (Immersion, the "puzzle" with the blind Dauntlet), build-up (Devil battle with Lynne, the drama with curing Immersion). The problem then becomes that you now have two different stories that need to be wrapped up, but the threads are from two completely separate places, which makes it hard to tie things together; the first two-thirds of the Quest seemed to be "the story of Minoid and his humanity", which then got put on hold for "the story of The Regret's origin". (It also didn't help that the latter didn't get the same amount of build-up and fine-tuning as the former.) The end result was a boss fight that was as confusing narratively as it was mechanically. I do want to stress again how well-paced the first two-thirds of the Quest was, though. We would not have bonded so well with Minoid, nor would we have suffered so much tension over what to do with the Oculoid captives, if that portion of the Quest hadn't been expertly crafted to carry us through that story. The first two-thirds of the Quest were perfect, and if I had to pick a storyline to experience again, it would be "the story of Minoid and his humanity". That said, if the Quest was originally intended to be more about The Regret, then those elements should have been introduced earlier and Nevermore reached more quickly; even having things like some of those journal pages scattered around the mines or, as you mentioned, miners sharing rumors would have helped the two pieces of this Quest feel more like a singular unit. Loot/Battles I agree. Actually, on that note of Overkill gold (and this is spilling into battles), I would have liked to have seen quite a bit more of those "Immune to Sealed" tags changed to "Immune to Fragile" tags--after how much we abused multipliers with Scafflord and Cryoloid, I kept expecting that change to come, but no dice. I actually can't think of an enemy from this Quest past the mice who actually could be sealed--be careful of that. It's fun as a QM to see someone roll Special Damage, I get that, but sometimes the Heroes NEED a way to bypass them, especially with yours because they're so strong and have a tendency towards Area of Effect. Speaking of which, that's another thing that limited our ability to do things: being unable to target certain enemies because otherwise we risked killing Grimwald through no fault of his own. IMO, if you're going to have AoE in a mixed-level party, at the very least balance it around the little guy. We've already discussed Monolith a bit, and like I said, my main problem was his complexity--I couldn't plan my moves with him because there were so many things that changed EVERY Round, particularly in the second phase. I also disliked the SP piercing--if you're going to pierce SP, then it's perfectly fine to lower the enemy levels to be fair to Grimwald, since the SP piercing is guaranteed to cause me damage anyway; again, we ended up with only one thing Grimwald could do, which was immensely frustrating for both of us. Other than that, though, I really enjoyed the battles; for the most part, they made us think but weren't unfair. I would warn you about the hazards of mimicry fights (they tend to be VERY limiting to most Heroes in terms of choices), but I feel like my breaking strategy served as a good enough object lesson in that regard. Puzzles I, personally, found these to be very enjoyable, though I tried to hold off on most of them to let the other players give it a try. The only note I'll give is this: be careful with your floorplans. The first floor was totally fine, and the second floor was pretty intuitive as well, but the layout of Nevermore was confusing without a map. For something like that, room-by-room mapping would help a LOT. Characters Minoid was great fun to have along, though he kind of faded as Nevermore came into play. I think he kept subconsciously telling you that his storyline was unrelated to The Regret's; I keep remembering all of these moments where he would, essentially, say "that's nice; WTF does this have to do with me?!" whenever something Oculoid/Regret-related came up. Cobb and the miners were fine, though obviously the three captured by the Oculoids stole the show in that regard. The flirtation from Brittany was interesting to play around, though it was a little weird--were you poking fun at how fast Arthur moved with Alexis, or...? I do love how, after dealing with Brittany and Claire, Arthur just sort of became resigned to having the women hit on him while he was down there, even though he doesn't see himself having a relationship ever again now that he's inky; I think that's why he responded so well to Lynne, since even though there might be something there she didn't try to force it. I'm not sure why Bookmark caught my fancy; there was just something about his personality that made me think, "wow, he's kind of interesting, it would be a shame if we never see him again." When I decided I was going to have Arthur go back for him, I half-considered going back for the blind Head Dauntlet as well, but ultimately decided that a.) he wasn't interesting enough, b.) it wouldn't make as much sense for him to be redeemed, and c.) Arthur wouldn't support helping someone who so clearly held a willing loyalty to The Regret; Bookmark had his own agenda and had clearly given up on his master ever returning, and Lynne had, along with the rest of the Devils, been brainwashed into cooperation. Minor nitpick: it was nice to see Augustus and Octavyn again, but I'm still not sure why they needed to be there; it felt a little indulgent. (And who knows, maybe it was indulgence because you just plain wanted to roleplay as them again. ) Choice and Agency I have one big problem with most of your villains, Endgame: there's no agency regarding them. The script goes the same way every time: they show up, trash-talk, and refuse to listen to anything you say; even though the Heroes can choose what specific words to say, it's basically a cutscene, and honestly you could swap pretty much any Hero into any interaction with one of your main villains and no one would be able to tell the difference. (In fact, challenge: go and pick four Regret lines from amongst all your Quests at random and censor out any names or words he uses to refer to a specific Hero, and see if anyone can identify where they're from without resorting to search tools.) You play it off as "they're so powerful they see the Heroes as insignificant" and then have them slam people around when they say or do something that jeopardizes their appearance of invincibility, but that honestly makes them less dangerous than they could be. The scariest villains are scary because what you do matters. (See: the Stealer of Senses, or Aquos, or from this very Quest, Cryoloid, Umbraloid, and Photoloid.) Take Wren, for example. She didn't ignore the Heroes, she paid attention them, and that made her scary as megabluck. She still believed she was going to succeed, but she didn't maintain her superiority through physical force--oh, no. In this game, because of the structure, because of the genre, because of experience and weapon upgrades and Gold inflation, Heroes get more powerful over time. In a numbers game, either the Heroes are eventually going to win, or else suspension of disbelief is going to lose. Wren saw this, looked at the situation, and made the best possible move: she refused to play the game. She didn't send minions of unbelievable strength against her foes or create minibosses designed to kill her enemies; instead, she kept the Heroes guessing, knowing they couldn't stop her if they didn't know what she was going to do next in the first place, and she did that by getting to know them, learning what made them tick, learning how to misdirect them into doing her bidding. The one time she played the numbers game--the one time--she lost. Granted, it was close, and she sort of succeeded even though her full plan failed--but when she stopped evading and played the game, she lost. Wren enjoyed interacting with Heroes, and it's what made us enjoy interacting with her. With Regret...eh. I mean, we want to beat him up, but we want to beat everything up, it's how we get loot and experience, he's just slightly more irritating. Wren's tragic backstory was tragic. Regret's feels contrived. It's hard to feel sorry for a guy whose response to the implication that people should feel sorry for him is to slam them into a wall, whose personality description consists solely of the words "narcissist" and "evil" and nothing else. Even Darth Vader had something human going on behind the mask; Regret seems...well, like cardboard. But let's move on. You mention Monolith as being Doppel 2.0--I actually feel that Doppel was the better character. Again, it comes down to agency--in 86, the Heroes had a chance to do something to save him (or at the very least, it seemed like it), which made his ultimate demise even more tragic. With Monolith, there was literally no choice--there was nothing we could do to save him, and there was no way we could do anything but fight him. The constant reminders that he was "invincible" were also, to be honest, really annoying, to the point where I started to get irritated with Minoid for continuing to say it. Monolith was a pain to fight, but little more than that; he wasn't really sympathetic, and he wasn't that scary either, in spite of your following the tropes of a good monster movie reveal. Hero Analysis Erdathcath--I actually got a lot more of you than I expected, which I enjoyed--particularly when you got to be Claire. I was surprised by Erdy a lot of the time--it's hard to get a read on her, since she doesn't really talk much. I would like to see a little more in that way, just because I can tell from our PM conversations that you've got a lot built up for her that we haven't gotten to see. Final note: Erdy is a little strange, I never know what I should say to her when she does speak. If that's intentional, great job, there's definitely a great sense of "otherness" there. Grimwald--I still want to see more of you. That said, I've been in your shoes (the squishy, underleveled guy who's an outsider to the plots under discussion) and I know how hard that can be. I really liked seeing Grimwald scared in the mines but determined to stay brave, and his burst of rage after the end of the Immersion was quite disturbing (in a good way! ). I do wish we could have seen a little more of the progress of CliffWald, but I understand how burnt out you were at the time--as I said above, we essentially started a whole new Quest pace- and plot-wise, and that's a lot to cope with. I hope I didn't walk over you too much over the course of this Quest. Arthur--I do like some of the developments Arthur's made over the course of this Quest. He's growing up a bit, learning to keep his mouth shut a little more, and realizing that it doesn't have to be all about him. Unfortunately, that comes at the time when everything in the Quest seemed to be related to Arthur--he had prior experience with Octavyn, knew who Masson was at the start, knew about (and hated) the Oculoids through Karie, and of course knew The Regret because reasons. Heck, Arthur even knew about mining because he used to be a miner, a detail of his past I don't often get to use. I do wonder if I did overpower the Quest in spite of trying not to--particularly during battles. Both of my fellow players repeatedly told me they trusted my tactical judgement, but I still felt bad at times for not figuring out a way to strategize while still encouraging them to provide more input. Favorite moment: probably when I gave a dissertation on geology in the gem-washing room and nearly broke the QM.
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Of course you can! Heck, Alex and Arthur are talking about you in the Hall right now! (Hall post brought to you courtesy of Portal 2. )
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"Alexandre! My goodness, I don't think I've seen you since we returned from Dastan! My road...has had a few twists and turns since then, you could say." Arthur's hands momentarily cease their work, as he turns his full attention to the Hero he'd known since his first Quest. "Lord Knyghton gratefully took me in during a...a dark time, let's call it. Luke nursed me back to health, and Lord Knyghton set me to training with the other Skirmishers under Sir Leofard." "You should have seen them, Alex. The army of the Lions is stronger than ever. United as a single team, we become quite the formidable force. Oh, forgive my rudeness, Alexandre Le Chevalier, meet Thormanil Nihai, Raid...no, you don't seem to be a Raider any more, do you? Anyway, Thormanil Nihai, Alexandre Le Chevalier, Knight...now Black Knight, by the looks of it." The Skirmisher chuckles. "Would've pegged you more as a Paladin sort, myself. Isabella must have been a bad influence on you." The laughter in his eyes fades as he recalls the last Quest the three of them had shared. "I wonder how she's been? Hope I didn't drive the poor girl out of Heroica..." Arthur looks to Thormanil, to explain. "We went to Dastan together. That's where I...well. The start of several poor decisions in my life. And I took a lot of it out on Isabella." He sighs. "I wish I could take it all back. I honestly do...I honestly do wish I could take it all back. Anyway, if I was ever to see her again, d'you know what I'd say? I'd say 'I'm sorry. Sincerely. I am sorry I was bossy, and monstrous, and I am genuinely sorry.' The end."
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"I can live with that." As he takes the antlers in hand, Arthur inexplicably feels his posture grow more aggressive, and senses an aura of Intimidation spreading from the weapon and through his body. He chuckles softly. Well, that's mystery of Heroica solved: how Guts got gruff. I wonder where he got these? Still testing the balance and heft of his new weapon, Arthur returns to Thormanil's table, packages still in hand, unopened. "Ho, there, Thormanil, and...friend. It's been a while since I've spoken with a Dragon in person...how fares Dastan, small one?" His attention still on the small blue reptile, Arthur absently begins opening the first package.
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You know, that's a REALLY nice build for a starting Sage, even better than the one I helped you brainstorm a while back.
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Yeah, health AND Ether are restored. Check the Fields.
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Arthur sees Thormanil waving to him and smiles--it was good to be home again. As he makes his exchange with Erdathcath, he notices a novice Ranger stare at him in what could only be disbelief. "Best get used to it, Ranger. The life of a Hero is expensive, even when we make an effort to cut deals for friends." "Perhaps. I hope to Quest for the Shadeaux again, if it is with them that your loyalties lie than perhaps our paths will align once more." "Package for you," Schezerade interrupts. "And tell that woman who left it here that I'm not your damn mail service." Arthur winces but does not reply, knowing argument with the Orcish bar-matron was pointless. Seeing Grimwald stop by the Quest board, he too decides to take a stroll by. "The Dragonlord's...but that could only be...Dastan?! Still, Tarn's there, I doubt they'd need someone of my talents..." Allowing his gaze to drift a bit, he stumbles across two notices of interest. The first was a Quest notice. At mention of a burglary and the Shadeaux, he knows where he'd be needed. Arthur signs up for Quest 103. The second was a sale notice posted by another Hero. Looking to the bar, he saw that Guts was indeed present, and sitting not to far away from Thormanil as well. Taking the notice from the board, he hastens up the stairs, stopping first at Thormanil's table to drop off 230 Gold in exchange for the Bright Polish. "Back in a moment," he promises the Dragoon, walking over to Guts. Arthur rummages in his pack for a moment, then presents his Jester's Hat along with the notice to the once-Raider. "This seem like something you'd be interested in?" he inquires.
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"Sure, since I know it'd be going to a good home. I'd be willing to part with it for 75 Gold, seem fair?"
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Observe, as the man-who-sucks-at-French-accents covers his tracks by spending an hour on the post and by not having the French-accented character talk a lot. Also, I'll hold off on QM lounge comments until someone else posts in the topic, I don't want to double-post unless I have to.
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As Arthur returns once more to the Hall, he happens to bump into a pair of figures also entering the crowded space. Arthur stiffens when he realizes who they are. "A thousand apologies, Master Dragonlord, Count Shadeaux." The Skirmisher quickly bows to each man before scurrying away to a seat at the bar. Count Shadeaux glances confusedly at the Veteran standing next to him. "'ave I met zis Hero before, Dragonlord?" "Foundation Day. He was with the Watch at the time." "Ah. Yes." Noctus' memory of that day seemed to be somewhat less than positive. As the two walk toward the stairs leading to the bar, they decide to pass by the Quest board, where not one but two notices from the Shadeaux hang requesting Heroes' help. "Zis iz not a good time for zee House of Shadeaux, I fear." "Have faith in us, Count. Heroica will always be around to help those who need saving." "If you say so, Dragonlord." The Veteran and the Head of House Shadeaux survey the names listed, the latter with quite a bit of skepticism, before climbing the stairs and finding as private a table as possible, where they resume their conversation in subdued voices. Current Sign-Ups for Quest #104: Ace Assassin: Dual Dragoons Warlen Melimane, Level 1 Mage (The Chosen Minifigure) Siercon, Level 6 Mage (Siercon and Coral) Actaeon Artus, Level 1 Ranger (Actaeon) Yuji Daeth, Level 1 Cleric (Daeth) The Demon Germ, Level 1 Rogue (samuraiturtle) Drake Flamerobe, Level 11.5 Knight (xxlrocka) Eight days remaining.
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I had to. Well that took an unreasonable number of tries to get it to work right. In all seriousness, though, I really like what I see. Was 102 originally intended to cross over with 101?
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I'm happy with the Marketplace sell price of 115 Gold. I usually am that way about selling Marketplace-available stuff--I'm not looking for extra money, I'd just rather sell to another player so the Gold stays within the player pool rather than vanishing into the pockets of the Marketplace merchants.
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For me (as a player, for strategizing), it's better for me to be able to see at a glance what something does more than where it can be equipped; I want to be able to, for example, quickly look at the party's stats and add up the maximum amount of SP we own before taking a closer look in detail to see how to divide it up, or similarly for Artifacts that grant abilities rather than stats (i.e. the ability to Jinx via the Scarf of Misfortune or the ability to sometimes dodge damage and Free Hits from the Tunic of the Elven Acrobat) I'd want to know what I could get my party members to do before I figure out what combos I can get them to do them in. For weapons, speaking as someone who's run battle rounds it's MASSIVELY important to see what something's WP is first and foremost; if a player says they're attacking with a weapon that's not their strongest one and lands a hit, I need to know a.)how that's affecting the amount of damage they're putting out, and b.)what else it's doing to that enemy. Weapon type (which IS suitability as far as weapons go) is almost an afterthought; after all, if a Hero's carrying something they can't use it's easy enough to display it in a different color or strikethrough to let me and them know that using it is not an option. (Most QMs use strikethrough specifically for throwing weapons that have already been thrown, while some just leave it to the player to keep track of; I prefer QM tracking, just for both our sanities.) WP->elements (the factors that affect damage dealt)->effects (the things it's doing to the enemy)->weapon type (which you basically look at at the start of the Quest or when the weapon is handed off to someone else, deal with, and then ignore until the situation changes).
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Heroica RPG - Quest #99: Six Thousand Feet Under
Flipz replied to Endgame's topic in The Heroica Archive
"I think they're mahogany, if you're talking about the Heroica library--I'm not sure what the Theatre uses. Whatever wood they are, Byblos used to take all the books out and polish them weekly, though he's gotten a bit...busy to keep that up as of late." "Oh, before I forget..." Arthur hands Minoid the card key. "This is yours. Let it remind you that you program your own destiny." -
Have I mentioned recently how much I hate the rich-text editor? [/color][/size][/color][/size][/font][/font][font=courier new,courier,monospace][font=arial,helvetica,sans-serif][size=2][color=#282828][size=2][color=#282828][font=courier new,courier,monospace][font=arial,helvetica,sans-serif][size=2][color=#282828]Amulet of Optimism (Adds the [/color][color=#FFD700]confused[/color][color=#282828]-effect to all attacks; suitable to Erdathcath only; accessory)[/color][/size],[/font][/font][/color][/size][/color] I've also decided (since I'm going to the effort of doing stats cleaning anyway) that for the sake of sanity I'm adopting a standardized model for my Artifact descriptions, and rearranging the descriptions of my existing Artifacts to match said format: Artifact Name (numerical bonus, immunities; other special effects; body slot, suitability) Examples: Unicorn Helmet (SP:1; the wearer can only receive one negative effect at a time, with a new effect replacing the old one; headwear, usable by barbarians, knights, dragoons, infiltrators, regulators, skirmishers, and winged warriors) Heavy Armor (SP: 5, immune to Fragile; bodywear, suitable for barbarians, knights, dragoons, skirmishers and regulators), Cloak of Deception (Free hits against the wearer have a 1/6 chance to be redirected to a random opponent; Backwear, suitable for anyone), (Incidentally, those last two are for sale, if anyone's interested. )
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Mad props for that tree on the left, Scuba, really well done.
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I am really enjoying writing up these backstories for these NPCs. Lots of little tie-ins that aren't really necessary to understand the story, but nevertheless serve to enrich the experience for those that do. Just the sort of things that drew me to Heroica in the first place. I also like it because some of this means that certain Heroes' actions have had unexpected consequences...but I'm saying too much.
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C'mon, you KNOW EllariMor would just kill them all just in time for Althior to raise them into an invincible horde.
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Heroica RPG - Quest #99: Six Thousand Feet Under
Flipz replied to Endgame's topic in The Heroica Archive
"Good. Caution leads to lessened losses, anyway." "I'm ready to head back any time, how about you two? Lynne? Bookmark? Ready to return to Eubric to start your new lives?" -
For those looking for a more poetic way of describing colors (or in my case, creating Brickdoctorian Artifact names ).