Author Topic: Littlecreek Farm  (Read 501 times)

Legacy_Sequoian

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Littlecreek Farm
« on: October 31, 2011, 10:20:48 pm »


               Hello, everyone.  I recently finished my first module: Littlecreek Farm.  Since it is my first one I am very nervous
and was hoping to get some feedback.  It is a single player game, and is very short at around 10-30 minutes.  It is story-focused with no combat.  Play it and tell me what you think!

Description:
"You have just arrived at Littlecreek Farm, a
secluded farmstead owned by elderly couple. 
You come looking for a job, but may find much more..."

Download Link: http://www.mediafire...bphmjytoe1mpfep
               
               

               


                     Modifié par Sequoian, 31 octobre 2011 - 10:22 .
                     
                  


            

Legacy_werelynx

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Littlecreek Farm
« Reply #1 on: November 01, 2011, 03:07:45 pm »


               Very nice for a first module!

Things to improve:
- add descriptions to NPCs
- add skill checks/different options in dialogue
- fix the description of weed root(currently it is "The remains of your slain foes"
               
               

               
            

Legacy_Sequoian

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Littlecreek Farm
« Reply #2 on: November 01, 2011, 09:06:42 pm »


               Thank you for the feedback, werelynx!
I will definitely make those improvements.  I agree that I should have more dialogue options.  What kind of skill checks would you recommend?  I found the ones in the main campaign kind of unintuitive for those unfamiliar with the game.
               
               

               
            

Legacy_werelynx

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Littlecreek Farm
« Reply #3 on: November 02, 2011, 03:26:59 pm »


               Your checks should consist of 3 types: race, class and skill(ability) checks.
You should always write that the check have been made[in brackets], otherwise player might not see the complexity and non-linearity of a given conversation.
Few examples what you could use:
- [Spot] sth odd in ma and pa's behaviour
- [Ranger/Druid] or/and [Animal Empathy] talking with animals, noticing they are quite anxious, maybe easier feeding them
- [Dwarf] noticing underground cavern structure to be "strange"
- [Strength] pulling the lever down even without the shovel
- [Persuade, Bluff and Intimidate] options in conversations with people