Really glad to see you'll be using those scripts. I like that kind of quest, too. In fact, I'm just about to write another variant of the generic gathering item quest system that will work for acquiring certain items, without having to manipulate a placeable, kill a creature, or step on a trigger. There are a few more variants I'll need to write at some point, but I'm only writing them as the situations arise.andysks wrote...
I think I'm gonna use the scripts Tchos permited me to, the ones for gathering xNumber from the yThing. I love such quests.
Upcoming Campaign: Return of the Exile
#76
Posté 29 octobre 2013 - 08:12
#77
Posté 30 octobre 2013 - 11:23
- Just keeping the work flowing
- Beeing more organized
- Level
- Chapter two beeing even more huge than it already is, taking you from 5 to 17ish.
- Delay the main quest line with another chapter in the material plane (add more elements, more plot).
But... time will show
Andy.
#78
Guest_Iveforgotmypassword_*
Posté 31 octobre 2013 - 04:50
Guest_Iveforgotmypassword_*
I made a module from lvl 4 - 18 and it was 8 modules long and took more than 20 hours to play but I'm not sure if after going through what the party did to get there adding another load of baddie bashing and more story would have done much good. You have to keep the pressure on, the OC sort of lost the plot with daft side quests/ hanging around became a bit of a drag so be careful.
My latest module I wanted to run into epic levels but I ran out of steam and more importantly story so pulled the plug on it before it died by itself.So my advice would be to forget about levels and keep a strong story going, just change the baddies to fit it and if they're still a challenge it wont make a difference.
#79
Posté 31 octobre 2013 - 04:53
andysks wrote...
Just keeping the work flowing
Consistency is the key to anything.
I try and remind myself that even if I can only spend 15 minutes in the toolset that day, that's enough time to get something done. Could just be finishing off a conversation, or decorating a room, or making a World Map Transition work, but it's something, and it's one less thing I have to do tomorrow.
andysks wrote...
Beeing more organized
Another key to success, IMO.
Keep chugging away...
As for the Chapter situation: I think expecting a chapter to take a character from level 5 to level 17 is probably a stretch. If there really is that much content, it can be broken up into multiple chapters (there must be obvious points in the story arc where one can "transition" a chapter). And if there is not that much content, then the XP granted for the content that does exists will seem excessive.
#80
Posté 31 octobre 2013 - 05:44
Password: I know what you mean. I try to keep the main quest alive at all times, no matter what. But on the other hand, I want the player to have the freedom to do whichever side quest he wants before continuing with the main one. What I mean is, that I don't want to make the end guys strong, depending on the levels and xp you'll get from the side quests, because one might not want to do ANY side quests at all. Like in Skyrim, you can finish the main quest without even touching anything else. Of course, their scaling with monsters is different. So I came down to his system. The end guys, will be strong enough, so that a player will think: Let's do some more side quests before continuing. The plane traveling on the other hand, that I want it on high levels, is yes, something about difficulty of enemies, but also in my head it kinda makes more sense, that a PC will not go to Baator or actually... any outer plane on low levels. It's suicide. And yes, D&D is about imagination
I hope I make sense
#81
Posté 31 octobre 2013 - 07:29
Iveforgotmypassword wrote...
You have to keep the pressure on, the OC sort of lost the plot with daft side quests/ hanging around became a bit of a drag so be careful.
.
There is a magic to doing side-quests the right way, I think. They can be really fun.
Done properly, a side-quest doesn't detract from the main story, and can even enhance it. The problem is that sometimes the writers take the side-quests so far off track that it can diminish the main arc a bit.
One of my favorite examples of a "side-quest" that I really loved wasn't much of a quest at all. In Baldur's Gate 2 you find a doorway on the backside of a house (requires a Rogue Stone for a key, I think) that leads to a small, one-room crypt-type area under a house. This turns out to be the resting spot of Kangaxx.
Kangaxx is an amazingly tough lich fight, but defeating him results in some uber loot. Kangaxx has nothing to do with the main story - it's just a hidden location in the city - but it's one of the most challenging encounters in the game, and the loot makes it totally worth the effort.
I love this sort of side-quest: it's about a great encounter and some fun loot, and leaves an impression.
Sometimes the side quests have a bit more story to them (The Beholder Cult in Baldur's Gate 2 is also one of my favorites, and there's quite a bit more to that quest) and that is fun as well.
What I enjoy about a good side-quest is that, done right, it can make the whole game world feel a bit bigger and richer, and that, to me, is worthwhile. If makes the player realize that there is a whole world out there beyond what is happening with the main story. It might not be as important, but it's out there...
Now, regarding the main story arc...
When I started writing out the main story arc for my module, I started from the endgame and sort-of worked backwards (I knew what I wanted to spend my time battling, much as andysks has decided she wants to spend time in the planes). So that was the genesis for the story. But I also wanted the player to start at level 1, and work up, so I knew I had to build a path for the player to get from A to B...
I also knew I had to get and keep the player engaged in that story from the very beginning. Otherwise, the first levels can be meaningless to the player, and you dont' want that. You want the player to spend those early levels becoming invested in the world, the people, the towns, and their own main character they'vbe created.
I also wanted the whole process of the main story arc to be fun. I wanted even the very earliest battles to be fun and challening as they can be (hence all the work on the custom AI for monsters).
To do that, I worked out a progression of logical events that fit nicely into a linear game-level-progression,and to ensure that the events are spread-out enough to warrant a full 20 levels of play. But it took some careful thought and research to make that happen... (and I have a long way to go building it, so I am sure some things will change)
One trick you can use early in the game is to have the player involved in the main story arc events, or tangential events, as early as possible, but without the player character even realizing it.
As an example: early in my campaign it doesn't make sense for the PC to encounter the "main badguys" - they are too high level, too reclusive, and too dangerous. There's just no way for the bad guys and the PC to meet in a context that would make any sense so early in the game.
However, it is possible for the PC to meet characters that are tangentially related to the "main badguys" and to have dealings with those characters. This doesn't necessarily fire off the main story in any obvious way to the player, but when the player reaches a certain point in the story later on they'll be able to look back and see the loose associations between their PC and those initial characters they were dealing with.
In a way, it's kind of like how the first Baldur's Gate was put together. There's an iron shortage on the sword coast, and something is behind it. Initially you're diving into mines full of kobolds thinking it might be something they are doing, but the reality is that you are several tangential steps away from the main bad guy. Each time you make a major breakthrough, you find yourself that much closer, peeling away a layer of the onion...
So there are ways - plenty really - to get the PC involved in the main story arc without them really knowing what's going on yet, or being explosed to the main enemies and main enemy locations. Misdirection, concealment, tangential relationships... You can use all of these things to your advantage to stretch the story out.
The other thing is: examine places in your story where you can create content that is meaningful.
I was digging through my campaign story notes last night and noticed that somewhere between level 10 and level 15 or so I had not concretely come up with content for the main story. There was room there, but the content had to be meaningful. Walking my dog and having an hour to just think about it every day, I came up with some scenarios and events that make total sense and fit logically within the framework of my story. In fact, now that I have these events written down and record, I consider them necessity for the main story arc. So sometimes it just takes a little thinking. A jog or a walk can do wonders
Don't invent content just to invent it and have the characters level up. You might as well just allow them to find a Wand of Leveling.
Instead, I would really examine your story. I bet you anything there's some places in there where you can add meaningful content that advances the story appropriately and in a way that makes sense to the PC.
#82
Posté 31 octobre 2013 - 08:49
#83
Posté 31 octobre 2013 - 09:45
As for the plot, that was quite elaborate Colors. I think I got what you mean. Something like Bodi is BG2. You meet her, you exchange trash talk and you even have the chance to side with her(never did). And later you learn about her involvement in the main plot.
Andy now that you said that, I realized that subconsciously I have made the same thing. There are 3 groups of NPCs interested in the PC's story. There is the Assassin Organization of the empire, the clergy of Nerull, the emperor himself, and the Slave Traders. All these interact since the beginning, nearly, but the PC has no idea of the role they will all play later. So even if he's doing side quests related to them, he ends up getting more info on the main quest. And later on, when things get too big, is when everything connects.
So, I need to sit tonight and make a plan, about how much xp the PC will get roughly between all this. Then split it into more chapters so that one big one won't look bad.
#84
Posté 01 novembre 2013 - 12:16
andysks wrote...
As for the plot, that was quite elaborate Colors. I think I got what you mean. Something like Bodi is BG2. You meet her, you exchange trash talk and you even have the chance to side with her(never did). And later you learn about her involvement in the main plot.
Andy now that you said that, I realized that subconsciously I have made the same thing. There are 3 groups of NPCs interested in the PC's story. There is the Assassin Organization of the empire, the clergy of Nerull, the emperor himself, and the Slave Traders. All these interact since the beginning, nearly, but the PC has no idea of the role they will all play later. So even if he's doing side quests related to them, he ends up getting more info on the main quest. And later on, when things get too big, is when everything connects.
Yes!
And that is how, I as a player, prefer to encounter the world. The quests don't have to be directly related to the main story arc, just tangential.
I guess I can be more specific about my campaign here, because it's not really giving away spoilers since I can refer to the main bad guys as "main bad guys" and give nothing away. And it's the prologue, so this is still very minor stuff.
Early in the game you find yourself in the first small "town" called Triel. It's a motte and bailey fort-town, and you're just there trying to find work. You have almost nothing to your name and you're level 1. There are several small quests in town that help you up a bit, and allow you to acquire some basic gear.
Eventually, in this prologue, you learn about a local farmer who has lost his best milking cow to a wandering undead skeleton at night. He lives fairly close to an old crypt that holds the tombs of some local heros and other folks who helped the town become what it is today. The townsfolk worry is that if a skeleton has emerged from the crypt, then something or someone must have disturbed it. You're tasked with investigating.
You head off to delve into the crypt and find the source of the trouble. It's a fledgling necromancer. Upon defeating him and discovering his sanctuary, you find some letters he had been hanging onto, and you learn from these letters that he tried (and failed) to gain acceptance into some sort of group. The letter doesn't mention the group, it's name, goals, or their activities because the letter is directed at the fledgling necromancer and it's tone is one of disdain; the person writing the letter is tired of this particular necromancer continuing to try and currey favor with them. The author of the letter is very disparaging about the necromancer's weak skills and basically tells him, "Go learn your craft and come back, and if you can make anything if yourself after a while, then, and only then, will we have some use for you."
And so that is how the necromancer winds up in the crypt: dejected, but with a steeled resolve to learn this craft better and become someone important. He was raising and disturbing the undead and trying to hone his craft. He's a wannabe who wants to join this darker, larger, more advanced group, but he lacks the abilities, so he's went off to learn his craft better.
The PC has no idea who this larger, darker group is, doesn't really care, and doesn't realize that he's on a collision course to eventually deal with them in a much more direct way someday...
And this is just one example. There are other quests in the prologue that are totally unrelated to this necromancer guy, but they, too, are tangentially related to the "big bad guys" in the main story arc. The more quests the PC embarks on, and the more information he gathers, the more a picture comes into view of something 'larger' happening along the Trade Way. Before long, the PC is fully wrapped up in this story.
Those beginning quests don't have much to do directly with the"big bad guys", but they are related to them nonetheless.
andysks wrote...
So, I need to sit tonight and make a plan, about how much xp the PC will get roughly between all this. Then split it into more chapters so that one big one won't look bad.
And that's an easy thing to do.
I have all my quests laid out in an Excel spreadsheet, and a column for XP upon finishing the quest. Then I have another column that uses the SUM formula to sum each row with the previous total. It makes it easy to adjust one of the XP values for a quest and see how it reflects overall in the grand scheme of things.
Well, gotta go.
#85
Posté 01 novembre 2013 - 12:27
#86
Posté 01 novembre 2013 - 01:28
Groove Widdit: Thanks a lot. I try to give the campaign story and world lots of what I remember from my p&p days. I am not so old now, but playing groups tend to get a bit destroyed by real life
#87
Posté 01 novembre 2013 - 11:47
P.S. What the duece is p&p?
#88
Posté 02 novembre 2013 - 12:01
Groove Widdit wrote...
P.S. What the duece is p&p?
Pencil & Paper.
It's how us old-school folks played D&D before video games were invented
#89
Posté 02 novembre 2013 - 12:37
Modifié par Groove Widdit, 02 novembre 2013 - 12:40 .
#90
Posté 02 novembre 2013 - 05:01
- sirchet aime ceci
#91
Posté 02 novembre 2013 - 07:48
- Complex things are setting me back
I cannot make it work, I can take it as far as the things are set ablaze... but the guy never comes. In any case, I know I will make it somehow... it just delays the progress, because I want to finish something, then move to the next.
The good is though, that I actually learned a lot from trying this. For example I am about to use Tchos' scripts for collecting things, and they are so well commented... it's like a tutorial.
Of course, this is just an example. There are many more, like wanting to make my guards carry duties or a bard actually singing instead of only telling stories. If I manage to do half of the complicated (to me) things I want to do, I will be more than happy.
#92
Posté 02 novembre 2013 - 10:14
#93
Posté 02 novembre 2013 - 10:44
In any case, it is more complicated, it is not just one hay pile. There are like 9-10, and when you light one, a local int is set. When it reaches the needed number, it creates the creatures. I haven't tried it yet with an encounter, perhaps it would be easier. The problem with the encounter is, that the guy who will come, doesn't fight immediately. He wants to talk first. I am sure I will find a solution at some point, there is this amazing community here that helped me plenty of times.
In the meanwhile to take my mind a bit of this, I started the quest for another companion, a simpler one, just to get the feeling of achievement by the completion of it
I also started playing ToEE for the 20th time or so.
When I reach a block, I need to work on it until I can't anymore. But sometimes I need other stuff to take my mind of
#94
Posté 04 novembre 2013 - 02:54
One was that, and I can never say this enough, I cannot know what the player will do. No matter the clever spot, the player might go there first and fire it.
So I made the first speak line conditional. This resolved to a jump back on the trigger location when a companion got left behind. It was really annoying.
And today it hit me. In CK interior in the OC, there are many cutscenes that fire when they need to. So I open the module and check the trigger. Instead of the gtr_speak_node script on the OnEnter, it has another one.
// 31_trsn_aj_gone
/*
Aldanon's dialogue about Ammon Jerro missing, triggered in CK Interior
*/
// TEvans 3/24/06
#include "ginc_trigger"
#include "ginc_companions"
void main ()
{
object oPC = GetEnteringObject();
if (!GetGlobalInt("31_bAJMissing") || StandardSpeakTriggerConditions(oPC) != TRUE)
return;
DoSpeakTrigger(oPC);
}
So I made mine like that, and now it works without jumps. This is a victory for me. I am still not good at scripting, and the toolset no matter how much you work on it, still has aspects to show. Still, a very simple script as that I could write myself. But I didn't know that the speak trigger can take anything else than the gtr_speak_node on the OnEnter
#95
Posté 04 novembre 2013 - 03:09
#96
Posté 04 novembre 2013 - 03:14
#97
Posté 04 novembre 2013 - 05:14
#98
Guest_Iveforgotmypassword_*
Posté 04 novembre 2013 - 05:14
Guest_Iveforgotmypassword_*
#99
Posté 04 novembre 2013 - 08:04
I don't use a lot of speak triggers though. Most of the time, when I do, I am using them right after an area transition, when I want the player to immediately have a conversation before doing anything else.
#100
Posté 04 novembre 2013 - 10:03
In any case, this "discovery", is very important for me. I just didn't know that the speak trigger could work without the gtr_speak_node, but with a cvustom as well.
Anyways, I made some big progress, still working, will update some journal later.
Andy.





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