No surprise I didn't update on time but here it comes...
M-M-MONSTER UPDATE!!
Chapter 4:
A little something I noticed when opening up DosBox.
"In Medieval Germany, reality is more horrifying than than fantasy."
Bit of a nice easter egg here from MicroProse. It doesn't really hold any relevance for the game, but sometimes it's the small touches that endear you to particular games.
So, we rejoin the party after a night of rest. It's the middle of the day, and they are out in the main street of Burglitz, figuring out their next move.


: I've been fighting extremely hard in our recent bandit encounters, can we repair my equipment?

: You're equipment's fine, Albert. Stop complaining.

: We have accumulated some hard earned coin, m'lady. I don't think my brother is out of line.

: Very well. I have yet to repay Albert for slaying that bandit who knocked me out. I guess this will be my way of showing my appreciation. Let's go.

We take the market route, into the Guild area. Here we can find specialized Merchants, Trainers and the like. They are split into combat and non-combat sections.

We go to the Armourers.

Here's the inventory menu. From here, you can buy, sell and do the usual stuff you see in most games. Seeing as Katrina is the party's leader and has the highest social skills, she barters on behalf of everyone else. From here, we can (P)urchase an item, (B)arter for someone else (which allows you to buy/sell using a different person's inventory), or simply (L)eave.

: I'd like to get a Chainmail Armor. It would give my body some serious protection without impending my movements too much.

: We don't have the money for that, lad.

: Indeed, we do not. What else interests you, Albert?

: Let's purchase a Small Shield then. It won't strain the coin purse and will help keep the bandits away.
Done and done.

After Albert buys and equips his new shield, the party leaves the Guild area, travelling to another section of the city.



: Let's head to Mass, everyone. There
is one taking place right now.

Still ignoring the poor beggar? Damn our party is a group of stingy bastards.


: =D

: =)

: =D

: =)

By the time the Mass finishes, it's already nightfall. So, after a relatively unproductive day filled with shopping and prayer, the party heads back to the Inn, eager to rest, regain their vigor and hopefully do something more exciting tomorrow.
...

When dawn breaks, the party leaves the Inn and once again, they decide to go to the Guild and Craft district.

: They minor injuries won't hinder out ability to fight, but letting them heal naturally would take a long time.

: Agreed. We should head to the local physician and seek his aid in healing our wounds, if his asking price is not too costly.

Each town has a physician/healer. The Monks in the Kloster (Cloister/Monastery) also offer healing services, but the party was turned away the evening before, instead directed to the local physician. So, here we are.



: That seems rather expensive, m'lady.

: I don't need be to examined and "healed", Lady Katrina.

: Nonsense! If we're to be off fighting against bandits and Raubritters in the future, all of us need to be at full strength!

: Gentlemen, please. Allow me ascertain whether our money would be well spent.

Invisible Skill Check! The game is full of these and I rather like the skills checks that seem like logical options rather than explicitly marked HEY PICK THIS, THIS OPTION IS SPECIAL. It's why I use the "remove skill tags" mod for New Vegas which make it more like Fallout 1/2 (and why I like the Fallout 1/2 method of skill checks).


: Good sir, I am not particularly skilled in the art of Healing, but wouldn't a disinfectant be worth acquiring for the treatment of wounds?


: Equal? Hmph. You are fortunate you even get to practice medicine in this city at all!

: ...Let's take our leave of this place, m'lady.

: Before he asks us to leave.

: Very well. Norbert, Reinhart, Albert. We're leaving.

And leave they did.

: So, what now?

: It's come to my attention that we lack someone with talent at opening locks and doors.

: Why would we need someone like that? We are not a group of petty Thieves.

: I agree with the Mistress here, Reinhart. We don't need no stinking Thievery to make our mark.

:
Excuse me?!
: What?

: Ignore my brother's poor choice of phrase, m'lady. He obviously did not intend to offend. Mistress can have different meanings.

: >=| Fine. But it only means one thing to me. Make sure you don't refer to me as "Mistress" again, Albert.

So, at Reinhart's behest, the party travels back to the Guild and Crafts section of the city, to see what they could learn about the art of lockpicking and artifice at the Tinker's Square.

Another Invisible Skill Check!

How nice of them. Now, if we go back to the Inn, we'll be given the option to try and learn the skill of Artifice from the Guild's Trainer. It's all apart of the same mechanic/menu as doing menial tasks, so I'll show and explain it later.
As we leave the Craft and Guilds section of the city, we once again realise that it's past sundown.
And, as is customary, we lose our way and bump into some bandits!
ANOTHER GROUP OF BANDITS IN A TOTALLY LIEK RANDOM ENCOUNTER!!But to find out how it goes, you'll have to wait until the next Chapter!!
TO BE CONTINUED...
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...
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RIGHT NOW!
Chapter 5:
Norbert and Albert advance into what is going to be a very scrappy engagement between a group of bandits and the party.

I manuever Katrina in to flank the bandits. Meanwhile, this leaves one of my party members as bait to distract one of the bandits, allowing Katrina to double team the already-engaged bandits without interference.

: Wait! Why am I without protection?


: To me! To me! I require assistance!


: Reinhart, run past us!


: Haargh! Stay down!!

Norbert's tenacity in battle is rewarded with a Skill Increase.

And the party's martial supremacy is rewarded with victory.

Not to mention loot and riches.


: You are quite welcome. We were happy to carry out such a noble deed.

: Indeed. God Bless you and your family.
After a few hours of accepting the thanks of villages as well as dilly dallying and lollygagging, the party is simply too tired to make it back to the Inn. So instead, the party lumbers wearily towards Katrina's favourite spot in the city: the grove.

Arriving at the Grove, everyone heads towards the relative safety of darkness and hope that it would be enough to hide them from any potential dangers.



: *yawn* ... Oh! I've got it!

: ?

: We still haven't approached all of the Merchant Groups in the Market. Surely one of them will have a task for us!

: M'lady, I sincerely doubt the heads of various associations would have any work we'd be able to carry out. We haven't even yet accomplished the task the Fuggers gave us and they're of lower repute than the Medici family, let alone the Hanseatic League. They won't even consider offering us a job.

: Assuming they'd even see us, looking like this.

: What's wrong with how we look? Sure we're a bit beaten up from the ruffians last night, but we're fine otherwise.

: I... Oh never mind...

: I know our group has yet to catch the eye of the Medici family or the Hanseatic League, but my friends, you are all underestimating the power of a kind word, a warm smile and a friendly demeanour. Especially when it comes from a young Lady of Noble heritage.

Following Katrina's lead, the party make a b-line to the market. The Hanseatic League office their destination.


: You certainly have a lovely office here. Would the Hanseatic League be interested in doing business with me and my group of stalwart adventurers? Oh... where are my manners? I apologise for not introducing myself, my good man. I am Katrina, of House Seidel. I am sure a mutually beneficial arrangement could be reached, no?

Skill Check: Failed. =(

: => I knew it...

: =O ... >=|

: Well, it looks like they don't want us here, Mistress, let's go...

:
Mistress?! Again with that word! Next time, keep your shut mouth, Albert!

: Shut... mouth?

: Huh?

: >=(

: We better leave before Lady Katrina does something to the clerk, or Albert.

: Good idea.

: >=(

: Let's go back to the Inn. We can sit down, have a drink or two, and calm down.
...
So after a few hours of drinking and raging on Katrina's part, the party steps out into the fine evening breeze.

: I-*hic* ha-have a great idea... *hic* les go back to t-the Han-Hans-Han... Office and umm... smear it with horse dung from the Stables!

: Are you possessed?

: No I'm not! I'm f-fine. I'll go alone if... if I have t-to!

: No, no! Don't do that Lady Katrina, it sounds like a wonderful idea... we'll join you. =\\
http://img841.images...76/nmendel.jpg: Yes. I'll accompany you two, if only to see the brilliance of your plan in action, m'lady...
http://img545.images...69/amendel.jpg: Have you all gone insane?! It's as if you al- Oh... Oh! I see now. Yes, I'll also accompany you three. All of us will go, then.
http://img266.images...20/kseidel.jpg: S-splendid!
http://img38.imagesh...darkland235.jpgBreaking into the Hanseatic offices was easier said than done, however. Being the evening, there were plenty of Guards out on patrol.
http://img266.images...20/kseidel.jpg: Dun g-get caught. We need to get to the umm... uhh... Hans... umm...
http://img545.images...69/amendel.jpg: (whispers) Quick, now! While their attention is elsewhere!
http://img841.images...76/nmendel.jpg: (whispers) I know, Reinhart, take the rearguard, make sure m'lady doesn't get-
http://img266.images...20/kseidel.jpg: Get to the Office! The Office!
http://img856.images...cromberger.jpg: Shh!!
http://img266.images...20/kseidel.jpg: Shh..wiftly... and ... and Silently!!
http://img842.images...darkland239.jpgDamn!
http://img11.imagesh...darkland240.jpghttp://img440.images...darkland241.jpghttp://img856.images...cromberger.jpg: (whispers) This should hold their attention long enough for us to escape, but it'll require all of us to run hard. Do you understand? Katrina?
http://img829.images...darkland243.jpghttp://img545.images...69/amendel.jpg: Argh...
http://img860.images...397/guardp.jpg: Stop! You've violated the law. Pay the court a fine, or serve your sentence!
http://img266.images...20/kseidel.jpg: Oh... oh, this can't be happening! I-I didn't do any wrong anything any... any wrongdo-*hic*
http://img856.images...cromberger.jpg: Okay, we know the fine and we'd be happy to pay.
http://img841.images...76/nmendel.jpg: It won't happen again. We're sorry about this. Our friend here, she drank a bit too much and... well, as I said, it won't happen again.
http://img860.images...397/guardp.jpg: See that it doesn't, criminal scum.
http://img266.images...20/kseidel.jpg: C-criminal scum?!
http://img841.images...76/nmendel.jpg: Let it go, m'lady. Please.
http://img266.images...20/kseidel.jpg: But h-he called me crimin-crimin... a scum! I'm Katrina of House Seidel! I don't need to listen to this! I need... I need... I-I need to *hic* lie down. L-let's go to the umm...
http://img856.images...cromberger.jpg: The grove?
http://img266.images...20/kseidel.jpg: Great idea, Rainhart!
http://img841.images...76/nmendel.jpg: "Reinhart".
http://img266.images...20/kseidel.jpg: I'm not Rein-Rain-Rhynhart, Albert. I'm Katrina.
http://img841.images...76/nmendel.jpg: ... I'm Norbert, Katrina.
http://img266.images...20/kseidel.jpg: Great! N-now let's get going...
http://img856.images...cromberger.jpg: ......We're not letting her drink again. Ever.
The party departs for the grove, mostly in shame. They knew they had taken a big step backwards today in their search for fame, fortune, faith and mastery of their destiny.
But for every small step back today, there is the possibility that they will take big strides forward tomorrow and that is their hope.
That ends Chapter 5. I'll try and get Chapter 6 up when I can and I'll (finally) do some menial tasks for some money. I'll also be able to show some of the Skills training. Rejoice, rejoice!.
As you can clearly see in the previous screenshots, you are given a variety of ways to deal with the Guards. I chose to utilise one of Reinhart's Alchemy Potions and then paid the fine when Albert wasn't Agile enough to run.
http://img440.images...darkland241.jpgYour options are to Fight, Run (attribute check relying on Agility), Alchemic Potion, Saints (Skill check relying on Religion, Virtue, the right Saint, Divine Favour points, etc) and Surrender (pay the fine).
All of them rely heavily on your character build and because of that, it also ties into the imaginitive "roleplaying" element too. A cowardly and dastardly Thief would not be Virtuous enough to call upon the aid of a Saint, yet would have greater success at simply running away.
A Chivalrous Warrior on the other hand, would be able to pray for aid. Or if necessary, fight. We've already seen in combat how important character build and tactics is too, so I don't need to elaborate on that.
Similarly, since the Alchemy path uses actual potions, it requires your Alchemists to actually brew them. So regardless of how high your Alchemy skill may be, unless you actually brew the right potions, it's not going to help.
It understands the link between imagination and character systems, mechanics and gameplay. It then attempts to tie them together as much as possible so you're not left pretending things about your character. That's good RPG design as far as I'm concerned and design that is not really common these days.
As an aside, I really thought twice about whether to write the Katrina getting drunk part. It seemed kinda lame while I was typing it up, but it was the only way I could think of where breaking into locked offices and fleeing from Guards actually made sense for the party. I needed a way to showcase an interesting (or at least a new) encounter and this was a good a time as any.
Hopefully it didn't come off as overly grating and was actually enjoyable to read.
Thanks for reading!
Modifié par mrcrusty, 16 janvier 2012 - 11:23 .