Mr. Versipellis wrote...
This sounds brilliant. I wouldn't worry about the set character - half the fun of role-playing is stepping into someone else's shoes for a time. The one thing I'd like to see more of in modules and games in general would be more attachment to NPCs and the setting - I want to know why I should fight for country x or why I'm travelling with person y - "doing it for the money" isn't nearly as much fun as fighting for a doomed homeland alongside your brother or best friend.
Then you will surely love this module. Characters aren't the only ones with depth, the setting has depth too and the entire enviroment you explore will tell a story. From the ruined tower in the woods with its door open, to the corpses of a family being eaten by zombies.
cds13 wrote...
Just can't figure the use of guns but everything seems great
I decided against using them in the end. They could possibly arise in a future installment but I doubt it as this point after the trouble I went through with one of the haks.
mochamage wrote...
I'm surprised at the few comments, though this is only fifteen days since post (yeah, what took me so long?).
DS, if this module holds up to your billing, I agree with Mr. V, that it sounds like it could be brilliant. Dances with Rogues and Gladiatrix proved people don't mind a female protagonist, especially if the story and dialogue, etc are well developed.
While I can understand the whole 'need food and water' thing, for me it often bogs down the flow and enjoyability of 'play'. I've been in community mods that became nearly unplayable because of that single feature. I guess it depends on how you implement it into the story and structure of the mod itself.
While I'm generally more a fan of 'lighter' (non horror) mods, if this one is done as well as it sounds I will gladly play. Cudos on your efforts.
The food and water system is gone now. It was presenting more problems than it was worth so I scrapped it. I'm most likely going to implement the sleep system from Baldur's Gate into the module though. So occansionally you need to rest otherwise you get tired and your statistics suffer somewhat.
The setting isn't entirely horrific. You won't encounter zombies and other nightmarish creatures everywhere you go. Some places won't even have such enemies whereas other places will be the domain for such creatures. Also while the summary I put up may make the module sound like it's dark themed all the time, this isn't the case. There will be light humored dialogue and even a few areas which are rather enchanting as opposed to other areas where the atmosphere will be aiming at horror.
(Same avatars FTW!)
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And here's some dialogue:
Now I know what you're all thinking, "surely not every dialogue option has different responses from an NPC" and you'd be wrong. Not only does every dialogue option above lead to a different response but they can lead to different outcomes as well. Also some dialogue will only appear based on your reputation, character traits and the faction you are with. So there's massive role-playing potential in terms of dialogue.
And here's some more dialogue and responses:
Other pics:
Lucia (protagonist):
Fighting an NPC (because you can attack anyone and everyone is killable. Good luck trying to kill a LV 20 character though what with the LV cap being around 5 - 7 and you'll know who they are but if you can pull it off, you can look forward to looting their equipment):
Rural area:
Zombie monster:
Top of a mountain:
Zombie attack:
The gate before entering Avue (Guards here will check you before letting you in. So if you're a vampire you're going to have to try and fight the high level guards or attempt to find an alternative way into town):
A gory end (yup, zombies eat dead characters including you. Please note that the respawn option won't be in the final build):
Modifié par Dragon Studios, 18 août 2012 - 10:50 .