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Post by nialldubh on Jun 29, 2022 6:54:07 GMT -5
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Post by houndle on Jul 1, 2022 2:37:26 GMT -5
Thanks for the write ups nialldubh which were very useful to me. A few points which I spotted, if there are more I will respond again later. I don't think these are spoilers as such... Stairs I left vague on purpose. It was simply to have another type of passage. That may have been a mistake. As it sounds like you found most of the enemies fairly easy to defeat, perhaps 50/50 to go up or down as you said, but each time you go "down" add 10 to Monster Rating. It does rather beg the question what happens when you down a level and then find another "up" staircase - will you ever find a route back to the start point? Might need some additional rules in that respect. The Plan I worked on the basis that it was a battle plan which would be unintelligible to the adventurer. Even a map might not be understood if it used symbols. However that sparked off thoughts of an additional sub game - IQ roll to comprehend the map, quest for writing materials to substitute a new plan that leads the army into a trap? Grendel's mother in law is indeed the "secret weapon". In the original paragraph based version that fact was concealed and I probably didn't make it explicit enough. I also toyed with the idea of making it invulnerable to normal weapons, thus forcing an encounter with Sir Roger or Carl in order to get the necessary. Or maybe (cheesy Harry Potter rip off) conceal the anti G M-in-law weapon somewhere that only a ghost knows about. Bribing servants good idea but in fairness I'd then want to give servants the opportunity of robbing you or lying to you (deducting knowledge points). I think the whole knowledge point thing may need some further work. E.g. have some personalities you cannot get to solely by using knowledge - you have to roll them randomly or do something else first. That was an idea I toyed with initially but abandoned as being too clumsy. There might be a way of achieving it though.
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Post by nialldubh on Jul 1, 2022 9:47:15 GMT -5
Thanks for the write ups nialldubh which were very useful to me. A few points which I spotted, if there are more I will respond again later. I don't think these are spoilers as such... Stairs I left vague on purpose. It was simply to have another type of passage. That may have been a mistake. As it sounds like you found most of the enemies fairly easy to defeat, perhaps 50/50 to go up or down as you said, but each time you go "down" add 10 to Monster Rating. It does rather beg the question what happens when you down a level and then find another "up" staircase - will you ever find a route back to the start point? Might need some additional rules in that respect. The Plan I worked on the basis that it was a battle plan which would be unintelligible to the adventurer. Even a map might not be understood if it used symbols. However that sparked off thoughts of an additional sub game - IQ roll to comprehend the map, quest for writing materials to substitute a new plan that leads the army into a trap? Grendel's mother in law is indeed the "secret weapon". In the original paragraph based version that fact was concealed and I probably didn't make it explicit enough. I also toyed with the idea of making it invulnerable to normal weapons, thus forcing an encounter with Sir Roger or Carl in order to get the necessary. Or maybe (cheesy Harry Potter rip off) conceal the anti G M-in-law weapon somewhere that only a ghost knows about. Bribing servants good idea but in fairness I'd then want to give servants the opportunity of robbing you or lying to you (deducting knowledge points). I think the whole knowledge point thing may need some further work. E.g. have some personalities you cannot get to solely by using knowledge - you have to roll them randomly or do something else first. That was an idea I toyed with initially but abandoned as being too clumsy. There might be a way of achieving it though. Yes Stairs: Well could state maximum two levels aboveground floor, so any more stairs do down or solely into a tower via stairwells only... ** Yes, most of the encounters were easy after the scary Gullibulls. But was expecting Monster Zero to be the big fight, but it was easy than the rest due to tactics, but that good also... Plans: Kinda thought that, so turned it into a Golem construction plan in my head, adaptable if player focuses on their own story... Not so much a problem... GMiL: Magic weapon would be scary, once encounter, one must run away and find magic weapon from Sir Roger, could work. I think though I might have been luck, but feel a certain magic with solos as you form your story, that thing can just fall into place? Bribing: Worth a thought, if we just left at bribe, but in end I collected a mass of KP, so bribing was just a passing suggestion, before I stop fumbling when chatting to servants, the pile grew. I did mention a max number of KP, say 8? So, stops a major flux of KP. Or perhaps half a delver's IQ? Thing is Houndle is, I enjoyed the solo/random dungeon effect. Well worth doing for other locations, and solo ideas. Good stuff...
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