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Article - Building Blocks in Blades of Avernum
BoE Posse
Member # 112
Profile #6
Okay, here goes. In Deadly Goblins, the story beat is "The goblins set a trap for you, and you escape". It's at this point that you realise they are targeting you.

The sequence is: while wandering around in the forest, a couple of goblins shoot arrows at you. You chase them, but they run and disappear out of sight. Following them, you find a farmhouse. You go inside to see if they're there. The door closes behind you and is magically locked. A few moments later, the wall is set on fire.

You try to find a way out, and stumble into the master bedroom. The goblin wizard teleports in, summons a nasty monster, and teleports out. You kill it, and find a key in dresser. Taking it, you run back the way you came.

The fire has spread a long way by now, and you have to find a way through it. You come to the storerooms, which you unlock with your key. There's a weak wall in one of them. A way out! You smash it, and are about to escape when that goblin wizard throws up a magic barrier to block you!

You search around through the storerooms, the flames coming ever closer. You find a piercing crystal, destroy the barrier, and make your way out just in time! You collapse on the cool grass, panting and sweating as the house burns down behind you.

That's a sequence. Could have been much shorter, but where would the fun be in that?

In terms of sequences that have little story, you could probably quote the first half of Echoes: Assault. There's a large chunk where all you're doing is trying to escape, but there's a bunch of sequences with fireballs thrown about, garbage chutes dived into and so on. They don't have much story to them, but they're fun and interesting.

Note: Baldur's Gate is a terrible place to look for sequences. :P

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Areni
Revenge
To Live in Fear
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Isle of Boredom
Posts: 1423 | Registered: Sunday, October 7 2001 07:00
Article - Building Blocks in Blades of Avernum Editor
BoE Posse
Member # 112
Profile #2
Dungeons can have lots of story. Sequences can have almost no story. Sequences have a lot of events, but they may not have anything to do with the main story.

Generally, I make one sequence/dungeon for each story beat. So I have the exact same amount of story in each.

Of course, it's probably pretty hard to understand what I'm talking about if you've never played a sequence-based scenario. JV's tend to go pretty heavy on dungeons.

--------------------
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Areni
Revenge
To Live in Fear
Deadly Goblins
Ugantan Nightmare
Isle of Boredom
Posts: 1423 | Registered: Sunday, October 7 2001 07:00
Article - Building Blocks in Blades of Avernum
BoE Posse
Member # 112
Profile #2
Dungeons can have lots of story. Sequences can have almost no story. Sequences have a lot of events, but they may not have anything to do with the main story.

Generally, I make one sequence/dungeon for each story beat. So I have the exact same amount of story in each.

Of course, it's probably pretty hard to understand what I'm talking about if you've never played a sequence-based scenario. JV's tend to go pretty heavy on dungeons.

--------------------
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Areni
Revenge
To Live in Fear
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Isle of Boredom
Posts: 1423 | Registered: Sunday, October 7 2001 07:00
Sphere in Blades of Avernum
BoE Posse
Member # 112
Profile #6
Get BoE. You'll never have to worry about what happens after beating all the scenarios - there's hundreds of them.

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Areni
Revenge
To Live in Fear
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Isle of Boredom
Posts: 1423 | Registered: Sunday, October 7 2001 07:00
Article - Don't Draw Focus! in Blades of Avernum Editor
BoE Posse
Member # 112
Profile #13
If you want to see how I'd handle it, you could just play some of my existing scenarios. You'd have to get BoE, but it's worth it. Just have a look at the Solid Adventures list.

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Areni
Revenge
To Live in Fear
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Ugantan Nightmare
Isle of Boredom
Posts: 1423 | Registered: Sunday, October 7 2001 07:00
Article - Don't Draw Focus! in Blades of Avernum
BoE Posse
Member # 112
Profile #13
If you want to see how I'd handle it, you could just play some of my existing scenarios. You'd have to get BoE, but it's worth it. Just have a look at the Solid Adventures list.

--------------------
Rate my scenarios!

Areni
Revenge
To Live in Fear
Deadly Goblins
Ugantan Nightmare
Isle of Boredom
Posts: 1423 | Registered: Sunday, October 7 2001 07:00
Article - Don't Draw Focus! in Blades of Avernum Editor
BoE Posse
Member # 112
Profile #11
Sorry, that was another of your hard-to-understand posts.

I'm not necessarily saying the time limit doesn't work at all in Za-Khazi, I'm saying it could have worked way better.

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Areni
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Posts: 1423 | Registered: Sunday, October 7 2001 07:00
Article - Don't Draw Focus! in Blades of Avernum
BoE Posse
Member # 112
Profile #11
Sorry, that was another of your hard-to-understand posts.

I'm not necessarily saying the time limit doesn't work at all in Za-Khazi, I'm saying it could have worked way better.

--------------------
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Areni
Revenge
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Posts: 1423 | Registered: Sunday, October 7 2001 07:00
Article - Building Blocks in Blades of Avernum Editor
BoE Posse
Member # 112
Profile #0
When it comes to making a scenario, what is that you actually make it out of? What are the bricks that make the wall, the things that the player spends 90% of his time and effort on?

In a "traditional" scenario, it's the dungeon. The player wanders through these places, usually doing a lot of fighting or solving the odd puzzle, and eventually finds or does something that allows him to advance in the scenario.

However, the advent of the "modern" scenario has brought the sequence into focus as an equally important building block. Where a dungeon is essentially a place for the party to explore, the sequence is a chain of events that the party participates in.

It's important to note that "traditional" and "modern" here do not necessarily mean that one design style is better than the other, nor that "traditional" scenarios are old hat. Shyguy's well-received Adventurer's Club series is much more recent than many "modern" scenarios, and are still primarily dungeon-based "traditional" adventures. I use the terms simply to differentiate in style.

Dungeons, and scenarios that rely heavily on them, are primarily player-driven. They sit there, waiting for the party to come and try to conquer them. Everything in a dungeon is linked by location. A dungeon is usually one place where you can find many different things, and where many different things can happen.

Sequences are primarily event-driven. While the party may have a large role in the unfolding events, this isn't necessary. Once the scenario reaches a certain point, things start happening, whether the player is ready or not. Sequences are not bound by location - they can happen within a town, over several dungeons, within the mind of a character, or even on several different continents. They are, however, bound by subject. Everything that happens must be related to everything else - while in a dungeon the player can encounter a large number of completely different things - they only have to be physically near each other.

When you find a ruined castle full of undead and have to kill the vampire that leads them, that's a dungeon. When you get to the vampire and he leads you on a merry chase through the crumbling ramparts, that's a sequence.

While both dungeons and sequences need to be a part of the central story and be justified by it, both also go beyond that. They are meant to be enjoyable in of themselves, and usually go much longer than they need to in order to convey the story beat in question. If the story is the skeleton of a scenario, the dungeons and sequences are the meat. They need to be fairly substantial, and they need to be tasty.

How do you make them good? This is a huge question I could never hope to answer completely, no matter how many articles I wrote on the subject. The best advice I can give is to make sure they are fun, and make sure they fit well within the scenario. If all of your dungeons and sequences do this, you can't go far wrong.

Which is better to use? Who knows? To a large degree it comes down to individual preference. Terror's Martyr's scenarios are usually made exclusively from sequences, while Brett Bixler tends to rely heavily on dungeons. In Falling Stars, the assault on the Big Bad is done through a long, tough dungeon gauntlet. In Spears (slith side in particular), it's done as a long sequence. Both scenarios are highly regarded.

Of course, no one says you can't use both. Spears uses mostly sequences in the main plotline, while side quests and subplots are built with dungeons. In my scenario Revenge, I used dungeons in the real world and sequences in the dream world.

So ultimately, like so many things, it's all up to you. Whatever you would most enjoy to play is probably the best choice.

--------------------

Not exactly about dungeon-making, I know, but once I started thinking about it, this is what I got.

--------------------
Rate my scenarios!

Areni
Revenge
To Live in Fear
Deadly Goblins
Ugantan Nightmare
Isle of Boredom
Posts: 1423 | Registered: Sunday, October 7 2001 07:00
Article - Building Blocks in Blades of Avernum
BoE Posse
Member # 112
Profile #0
When it comes to making a scenario, what is that you actually make it out of? What are the bricks that make the wall, the things that the player spends 90% of his time and effort on?

In a "traditional" scenario, it's the dungeon. The player wanders through these places, usually doing a lot of fighting or solving the odd puzzle, and eventually finds or does something that allows him to advance in the scenario.

However, the advent of the "modern" scenario has brought the sequence into focus as an equally important building block. Where a dungeon is essentially a place for the party to explore, the sequence is a chain of events that the party participates in.

It's important to note that "traditional" and "modern" here do not necessarily mean that one design style is better than the other, nor that "traditional" scenarios are old hat. Shyguy's well-received Adventurer's Club series is much more recent than many "modern" scenarios, and are still primarily dungeon-based "traditional" adventures. I use the terms simply to differentiate in style.

Dungeons, and scenarios that rely heavily on them, are primarily player-driven. They sit there, waiting for the party to come and try to conquer them. Everything in a dungeon is linked by location. A dungeon is usually one place where you can find many different things, and where many different things can happen.

Sequences are primarily event-driven. While the party may have a large role in the unfolding events, this isn't necessary. Once the scenario reaches a certain point, things start happening, whether the player is ready or not. Sequences are not bound by location - they can happen within a town, over several dungeons, within the mind of a character, or even on several different continents. They are, however, bound by subject. Everything that happens must be related to everything else - while in a dungeon the player can encounter a large number of completely different things - they only have to be physically near each other.

When you find a ruined castle full of undead and have to kill the vampire that leads them, that's a dungeon. When you get to the vampire and he leads you on a merry chase through the crumbling ramparts, that's a sequence.

While both dungeons and sequences need to be a part of the central story and be justified by it, both also go beyond that. They are meant to be enjoyable in of themselves, and usually go much longer than they need to in order to convey the story beat in question. If the story is the skeleton of a scenario, the dungeons and sequences are the meat. They need to be fairly substantial, and they need to be tasty.

How do you make them good? This is a huge question I could never hope to answer completely, no matter how many articles I wrote on the subject. The best advice I can give is to make sure they are fun, and make sure they fit well within the scenario. If all of your dungeons and sequences do this, you can't go far wrong.

Which is better to use? Who knows? To a large degree it comes down to individual preference. Terror's Martyr's scenarios are usually made exclusively from sequences, while Brett Bixler tends to rely heavily on dungeons. In Falling Stars, the assault on the Big Bad is done through a long, tough dungeon gauntlet. In Spears (slith side in particular), it's done as a long sequence. Both scenarios are highly regarded.

Of course, no one says you can't use both. Spears uses mostly sequences in the main plotline, while side quests and subplots are built with dungeons. In my scenario Revenge, I used dungeons in the real world and sequences in the dream world.

So ultimately, like so many things, it's all up to you. Whatever you would most enjoy to play is probably the best choice.

--------------------

Not exactly about dungeon-making, I know, but once I started thinking about it, this is what I got.

--------------------
Rate my scenarios!

Areni
Revenge
To Live in Fear
Deadly Goblins
Ugantan Nightmare
Isle of Boredom
Posts: 1423 | Registered: Sunday, October 7 2001 07:00
Betatesters wanted for betatesting in Blades of Avernum
BoE Posse
Member # 112
Profile #4
Man, I wish I had BoA.

How's it compare to Demon, you think?

--------------------
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Areni
Revenge
To Live in Fear
Deadly Goblins
Ugantan Nightmare
Isle of Boredom
Posts: 1423 | Registered: Sunday, October 7 2001 07:00
Article - Don't Draw Focus! in Blades of Avernum Editor
BoE Posse
Member # 112
Profile #9
Thanks for your post, Vent. You made your point nice and clearly. I understand your position much better now.

It's my position that "Save a beseiged fort before it's too late" is a much more interesting concept than "Find your way through a wild area" and therefore should take precedence over it.

If you're going to make a scenario about finding your way through a wild area, I think you should focus on that properly. For example, you get stuck behind enemy lines, and have to find a way back! The "time limit" concept and the "Find your way" concept cancel out each other's effectiveness.

ONE concept should be chosen as the No. 1 focus of the scenario. Others can be included, and usually they SHOULD be included, but the pecking order should be clear. Two concepts fighting for the No. 1 spot means that the strength of both is diminished.

In a real "run" scenario, the fun of exploration is completely unnecessary. It is replaced by the urgency of the situation. The way forward should always be clear, or the urgency will wither and die. The question and conflict is not "What do I do?" or "Where do I go?", it's "How do I do it?"

When giants (or Nephilim or whatever, I don't care) block your way, the question is "Do I burn wands that will be needed later, or do I save them and maybe not get there in time?". In this situation, I would allow a temporary lack of direction if the player decides to save the wands, but only because he chose it. The knowledge that he chose to waste time would keep the urgency up.

--------------------
Rate my scenarios!

Areni
Revenge
To Live in Fear
Deadly Goblins
Ugantan Nightmare
Isle of Boredom
Posts: 1423 | Registered: Sunday, October 7 2001 07:00
Article - Don't Draw Focus! in Blades of Avernum
BoE Posse
Member # 112
Profile #9
Thanks for your post, Vent. You made your point nice and clearly. I understand your position much better now.

It's my position that "Save a beseiged fort before it's too late" is a much more interesting concept than "Find your way through a wild area" and therefore should take precedence over it.

If you're going to make a scenario about finding your way through a wild area, I think you should focus on that properly. For example, you get stuck behind enemy lines, and have to find a way back! The "time limit" concept and the "Find your way" concept cancel out each other's effectiveness.

ONE concept should be chosen as the No. 1 focus of the scenario. Others can be included, and usually they SHOULD be included, but the pecking order should be clear. Two concepts fighting for the No. 1 spot means that the strength of both is diminished.

In a real "run" scenario, the fun of exploration is completely unnecessary. It is replaced by the urgency of the situation. The way forward should always be clear, or the urgency will wither and die. The question and conflict is not "What do I do?" or "Where do I go?", it's "How do I do it?"

When giants (or Nephilim or whatever, I don't care) block your way, the question is "Do I burn wands that will be needed later, or do I save them and maybe not get there in time?". In this situation, I would allow a temporary lack of direction if the player decides to save the wands, but only because he chose it. The knowledge that he chose to waste time would keep the urgency up.

--------------------
Rate my scenarios!

Areni
Revenge
To Live in Fear
Deadly Goblins
Ugantan Nightmare
Isle of Boredom
Posts: 1423 | Registered: Sunday, October 7 2001 07:00
Roses of Reckoning (BoA) is Released! in Blades of Avernum
BoE Posse
Member # 112
Profile #73
If it's harder with a 4PC, why play with a 4PC? Surely in balancing combat a designer can expect the player to use the best party he can?

Cripes, I'm defending TM.

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Areni
Revenge
To Live in Fear
Deadly Goblins
Ugantan Nightmare
Isle of Boredom
Posts: 1423 | Registered: Sunday, October 7 2001 07:00
Article - Don't Draw Focus! in Blades of Avernum Editor
BoE Posse
Member # 112
Profile #7
Vent - Double posting is generally frowned on. I'll let you off since both posts were quite substantial, but please don't do it again.

Also, I have difficulty understanding many of your points because of your poor grammar. I'm assuming that English isn't your native language, but it still makes it hard to discuss things. Especially abstract principles of scenario design philosophy.

My point is simply that ZKR, as it stands, kills all feeling of urgency by forcing you to follow an exploration style of gameplay. The premise centers on the urgency of the situation and I proposed what I would do to make the scenario much more urgent and involving. That said, cutting deals with Morog is far from the worst thing about the scenario. On the other hand, going through the unicorn subplot is a real pace killer.

For the record, I haven't even played ZKR in BoA yet, since I'm on windows.

--------------------
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Areni
Revenge
To Live in Fear
Deadly Goblins
Ugantan Nightmare
Isle of Boredom
Posts: 1423 | Registered: Sunday, October 7 2001 07:00
Article - Don't Draw Focus! in Blades of Avernum
BoE Posse
Member # 112
Profile #7
Vent - Double posting is generally frowned on. I'll let you off since both posts were quite substantial, but please don't do it again.

Also, I have difficulty understanding many of your points because of your poor grammar. I'm assuming that English isn't your native language, but it still makes it hard to discuss things. Especially abstract principles of scenario design philosophy.

My point is simply that ZKR, as it stands, kills all feeling of urgency by forcing you to follow an exploration style of gameplay. The premise centers on the urgency of the situation and I proposed what I would do to make the scenario much more urgent and involving. That said, cutting deals with Morog is far from the worst thing about the scenario. On the other hand, going through the unicorn subplot is a real pace killer.

For the record, I haven't even played ZKR in BoA yet, since I'm on windows.

--------------------
Rate my scenarios!

Areni
Revenge
To Live in Fear
Deadly Goblins
Ugantan Nightmare
Isle of Boredom
Posts: 1423 | Registered: Sunday, October 7 2001 07:00
Article - Don't Draw Focus! in Blades of Avernum Editor
BoE Posse
Member # 112
Profile #3
quote:
Originally written by spy.there:

I agree, that ZKR is kind of complicated, when you play it the first time.
What's complicated about it? There's a start point and an end point and a bunch of arbitary hurdles in between.

quote:
[b]But, you got 14 days for the run, and once you learned to decide between important quests and surplus fights - e.g. you do need the poppy-charm from Moron - you have enough time, to save Fort Cavalier.
[/b]

Of course you have enough time (though I thought it was 21 days - did he change it for BoA?). Too much time, if you ask me.

quote:
[b]There are always time-reminder dialogue boxes and warnings, when you enter a dead end.
[/b]

So it's hurdles with a fairly intangible time limit. You're still thinking about the hurdles, not the finish line.

quote:
[b]The scenario would lose a lot, when it would be shorter.
[/b]

It would gain a heck of a lot more. Drive. Purpose. Excitement. Originality. That's gotta outweigh a bunch of so-so dungeons.

quote:
[b]I appreciate the so called fillers, they allow you, to play it several times and to discover different ways to fulfil the main question. The only thing, I dislike: you can't go back to follow the side quests after passing Koth's place ...
[/b]

So you like exploration scenarios. But why dress up an exploration scenario as a race against time? If the wheeling and dealing is what appeals to you, wouldn't it be better to play a scenario that was meant to be about that?

quote:
So ZKR makes you run - more than once.
It didn't for me. I certainly wasn't interested in playing it again.

[ Wednesday, April 21, 2004 06:23: Message edited by: The Creator ]

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Areni
Revenge
To Live in Fear
Deadly Goblins
Ugantan Nightmare
Isle of Boredom
Posts: 1423 | Registered: Sunday, October 7 2001 07:00
Article - Don't Draw Focus! in Blades of Avernum
BoE Posse
Member # 112
Profile #3
quote:
Originally written by spy.there:

I agree, that ZKR is kind of complicated, when you play it the first time.
What's complicated about it? There's a start point and an end point and a bunch of arbitary hurdles in between.

quote:
[b]But, you got 14 days for the run, and once you learned to decide between important quests and surplus fights - e.g. you do need the poppy-charm from Moron - you have enough time, to save Fort Cavalier.
[/b]

Of course you have enough time (though I thought it was 21 days - did he change it for BoA?). Too much time, if you ask me.

quote:
[b]There are always time-reminder dialogue boxes and warnings, when you enter a dead end.
[/b]

So it's hurdles with a fairly intangible time limit. You're still thinking about the hurdles, not the finish line.

quote:
[b]The scenario would lose a lot, when it would be shorter.
[/b]

It would gain a heck of a lot more. Drive. Purpose. Excitement. Originality. That's gotta outweigh a bunch of so-so dungeons.

quote:
[b]I appreciate the so called fillers, they allow you, to play it several times and to discover different ways to fulfil the main question. The only thing, I dislike: you can't go back to follow the side quests after passing Koth's place ...
[/b]

So you like exploration scenarios. But why dress up an exploration scenario as a race against time? If the wheeling and dealing is what appeals to you, wouldn't it be better to play a scenario that was meant to be about that?

quote:
So ZKR makes you run - more than once.
It didn't for me. I certainly wasn't interested in playing it again.

[ Wednesday, April 21, 2004 06:23: Message edited by: The Creator ]

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Areni
Revenge
To Live in Fear
Deadly Goblins
Ugantan Nightmare
Isle of Boredom
Posts: 1423 | Registered: Sunday, October 7 2001 07:00
Article - Follow the Yellow Brick Road in Blades of Avernum Editor
BoE Posse
Member # 112
Profile #2
I think it might be a good idea to change the focus of the article from knowing where to go next to knowing how to reach the next story beat. In Spears, I might know to go to a certain town... but the story doesn't advance until I find a secret passage in the lower level. That can be a serious pain. Your article seems to largely concern finding your way outdoors - an issue for AC3 or AtG, sure, but there's a lot more to direction than that.

But basically we're saying the same thing - each event should naturally lead the party to the next. If there's a period where the party is left wandering, that wandering should naturally lead to the next event. And so on.

Yeah, I'm being pedantic.

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Areni
Revenge
To Live in Fear
Deadly Goblins
Ugantan Nightmare
Isle of Boredom
Posts: 1423 | Registered: Sunday, October 7 2001 07:00
Article - Follow the Yellow Brick Road in Blades of Avernum
BoE Posse
Member # 112
Profile #2
I think it might be a good idea to change the focus of the article from knowing where to go next to knowing how to reach the next story beat. In Spears, I might know to go to a certain town... but the story doesn't advance until I find a secret passage in the lower level. That can be a serious pain. Your article seems to largely concern finding your way outdoors - an issue for AC3 or AtG, sure, but there's a lot more to direction than that.

But basically we're saying the same thing - each event should naturally lead the party to the next. If there's a period where the party is left wandering, that wandering should naturally lead to the next event. And so on.

Yeah, I'm being pedantic.

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Areni
Revenge
To Live in Fear
Deadly Goblins
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Isle of Boredom
Posts: 1423 | Registered: Sunday, October 7 2001 07:00
You dont have to read this Because It's just me being an Idiot in Blades of Avernum
BoE Posse
Member # 112
Profile #56
Unfortunately, I only moderate the Editor forum, so I can't do anything about it.

lemmy - Statements like that aren't acceptable here, so you can expect to be banned in the near future. You could always try desperance, though.

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Areni
Revenge
To Live in Fear
Deadly Goblins
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Isle of Boredom
Posts: 1423 | Registered: Sunday, October 7 2001 07:00
What movies made a big impression on you? in General
BoE Posse
Member # 112
Profile #6
Biggest one to date: To End All Wars. I am not a crying type, and I cried at the crucifixion scene.

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Areni
Revenge
To Live in Fear
Deadly Goblins
Ugantan Nightmare
Isle of Boredom
Posts: 1423 | Registered: Sunday, October 7 2001 07:00
What articles would you like to see? in Blades of Avernum Editor
BoE Posse
Member # 112
Profile #3
A couple of good articles on dungeon design already exist at the Designer's Forum.

Dungeon Design, by Alcritas

The Evolving Role of Dungeons, by Drizzt

Custom graphics - I think Tim Farland had a guide to making custom graphics, but it's probably gone now. :(

Atmosphere - Tough one! It's a somewhat intangible thing, could be pretty hard to nail down in an article. I may give it a shot, though.

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Areni
Revenge
To Live in Fear
Deadly Goblins
Ugantan Nightmare
Isle of Boredom
Posts: 1423 | Registered: Sunday, October 7 2001 07:00
What articles would you like to see? in Blades of Avernum
BoE Posse
Member # 112
Profile #3
A couple of good articles on dungeon design already exist at the Designer's Forum.

Dungeon Design, by Alcritas

The Evolving Role of Dungeons, by Drizzt

Custom graphics - I think Tim Farland had a guide to making custom graphics, but it's probably gone now. :(

Atmosphere - Tough one! It's a somewhat intangible thing, could be pretty hard to nail down in an article. I may give it a shot, though.

--------------------
Rate my scenarios!

Areni
Revenge
To Live in Fear
Deadly Goblins
Ugantan Nightmare
Isle of Boredom
Posts: 1423 | Registered: Sunday, October 7 2001 07:00
Article - Filler in Blades of Avernum Editor
BoE Posse
Member # 112
Profile #2
I define filler as a quest/mission that is mandatory to go through but unrelated to the plot or central concept.

It's completely fine to have non-essential things that are unrelated, like NPCs, side quests and whatnot. Usually this is a good thing.

--------------------
Rate my scenarios!

Areni
Revenge
To Live in Fear
Deadly Goblins
Ugantan Nightmare
Isle of Boredom
Posts: 1423 | Registered: Sunday, October 7 2001 07:00

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