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error in lockbox.txt script in Blades of Avernum
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Error in lockbox.txt- ioweyou.txt could not be found? :P

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Roses of Reckoning (BoA) is Released! in Blades of Avernum
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The way I beat the scenario was, admittedly, fairly devious.

My character was an archer with Natural Mage and Fast on Feet. He had no mage spells, but all of the priest spells up to Endurant Barrier (which I used often!). I used the make-one-monster-hostile trick to get the town's guards to massacre each other, allowing me to pick up their Crude Crossbows and Steel Bolts. Entering the encounters in combat mode helped.

The four-ruby ambush was a killer for me. The method I used to keep my archer alive was summoning three shades, entering in combat mode (allowing me to skip a round of abuse) and just plain getting lucky with 5AP every so often.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Roses of Reckoning (BoA) is Released! in Blades of Avernum
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I beat RoR-BoA with a level 1 singleton.
If you can't beat it with a level 1 party, it's no skin off of your nose to use a party up to level 6. That is, of course, what the scenario recommends.

EDIT: And for reference, you should have enough energy potions in this scenario, if not an excess. (My singleton only used one in the entire scenario.) One of the ruby skeletons drops an energy potion, there are two energy potions in two of the crypts (which are way too easy to break into when the party gets Harold), and an energy potion in the library. Plus, each Vampire has a 15% chance to drop an energy potion. There are 20 Vampires total, meaning that you should have on average three energy potions from them. This means that you can have 4-24 energy potions in this scenario, and odds are you will have 7. (And that aside, why would a level 1 party need an elixir, anyway?)

[ Monday, April 19, 2004 12:13: Message edited by: Tentacle Monster ]

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
A Small Rebellion: Guardian in "Stalker's" Dungeon in Blades of Avernum
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Bless your warriors and get your magi out of that room immediately.

Let the guardians come to you, then run into them (and thusly attacking them.)

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Roses of Reckoning (BoA) is Released! in Blades of Avernum
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You can try to port some of my scenarios if you want. Good luck, though- They're too complicated for someone who hasn't made any scenarios to port. Heck, I'm not even sure that I could port any of them anymore.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
You dont have to read this Because It's just me being an Idiot in Blades of Avernum
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http://ghastly.keenspace.com/d/20020414.html

^_^

[ Thursday, April 15, 2004 18:43: Message edited by: Tentacle Monster ]

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Roses of Reckoning (BoA) is Released! in Blades of Avernum
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It's not a port, though. -_-;

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Sissy teleporting punks in Blades of Avernum
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Well, let me put it this way- if you were the villain, would you die with honor if you had the chance to flee like a little girl? ;)

Although you are right in some ways. A villain should be intrinsically tougher to beat, rather than become a recurring threat over and over again.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
You dont have to read this Because It's just me being an Idiot in Blades of Avernum
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...wow :P

Thanks bundles, Md.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
More classical music and such... in General
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I'm curious, how creative are classical composers? I won't argue for or against they're being geniuses, that's a futile exercize. What pushes me away from classical music (or at least, one of the things) is that the music is not just influenced but also restrained by the society in which it was made. Deviation would have resulted in open riot, and it did on at least one occasion, IIRC. Modern music is nothing but better for the Postmodern lack of restrictions on what is "good" or "bad", but ancient music never had the opportunity to be as truly creative (and dare I say perverse) with chord progressions as Steely Dan.

Perhaps Beethoven would have been a beebop-rocker like Fagen. Perhaps not.

PS- Romanticism sucks.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
It's a game in Blades of Avernum Editor
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The editor is a word processor with graphics.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
It's a game in Blades of Avernum
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The editor is a word processor with graphics.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Article - Designing Quality Towns in Blades of Avernum Editor
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Stareye, rules are defined by their exceptions (everything is relative). I'd like to see how a town could advance a plot, because I haven't seen it in Blades to date.
PS- Zeeqon? I'm glad to see that you're so entralled about paradigms of scenario design! Why not prove your point by putting somethign out? (Or will we only see your briliant ideas in your proffesional-grade RPG?)

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Article - Designing Quality Towns in Blades of Avernum
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Stareye, rules are defined by their exceptions (everything is relative). I'd like to see how a town could advance a plot, because I haven't seen it in Blades to date.
PS- Zeeqon? I'm glad to see that you're so entralled about paradigms of scenario design! Why not prove your point by putting somethign out? (Or will we only see your briliant ideas in your proffesional-grade RPG?)

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
My apologies in General
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omg!!!! 8yrolds are hott

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
More classical music and such... in General
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Listening to classical music isn't an intellectual exercize.

Trying to figure out Steely Dan is sheer torture if you aren't ready to spend hours on it.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Article - Designing Quality Towns in Blades of Avernum Editor
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I still disagree with you: A town should be transient, much like a 5-minute quickie. Go in, get what you need, get out.
Plots don't need towns, the notion of them is mostly superfluous.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Article - Designing Quality Towns in Blades of Avernum
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I still disagree with you: A town should be transient, much like a 5-minute quickie. Go in, get what you need, get out.
Plots don't need towns, the notion of them is mostly superfluous.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Article - Designing Quality Towns in Blades of Avernum Editor
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To put it simply, I disagree.

What does a town do? It provides a hub for the rest of the adventure. An adventure doesn't need a town- see, for example, Bandits II. The amount of work I put into Birmington was, admittedly, pretty large, although only for porting a 48x48 town into the corner of a 64x64 one. Falling Stars' central city, Xabungle, has almost nothing to do with enhancing the plot. Only the important NPCs and events drive the plot, and rightfully so. A scenario isn't harmed by people commenting on what's going on, but it's not a prerequisite.

In fact, I'd argue that if you spend too much time on town design, then you lose focus of the rest of the scenario. See, for example, A Gathering Storm. Nobody will dispute it- this scenario has some of the best town design to date. Essentially, that is the scenario's biggest flaw. It has been cited that even in Drizzt's Shadow of the Stranger, people lose track of the scenario when strolling about town. These are admittedly stretches, but each of those examples have towns that definitely contribute to the plot and are attached to it, but they themselves become too much of the plot. Mendor's tremendously large town was the reason why I have played it and probably never will- towns are not the point of a scenario.

Make them, make them make sense, and then leave them. Plot advancement is the point of the scenario, not towns. I don't care if a town is nothing but people giving manufactured responses- Unless an important NPC is in a town, then I want nothing more out of a town than vital services (training, inns, et cetera) and maybe a small flash of life (ie. what the town is made mildly unique by). That's it.

Now, have you ever wondered why Rhapsody In Blue will never get done? Hm?

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Article - Designing Quality Towns in Blades of Avernum
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To put it simply, I disagree.

What does a town do? It provides a hub for the rest of the adventure. An adventure doesn't need a town- see, for example, Bandits II. The amount of work I put into Birmington was, admittedly, pretty large, although only for porting a 48x48 town into the corner of a 64x64 one. Falling Stars' central city, Xabungle, has almost nothing to do with enhancing the plot. Only the important NPCs and events drive the plot, and rightfully so. A scenario isn't harmed by people commenting on what's going on, but it's not a prerequisite.

In fact, I'd argue that if you spend too much time on town design, then you lose focus of the rest of the scenario. See, for example, A Gathering Storm. Nobody will dispute it- this scenario has some of the best town design to date. Essentially, that is the scenario's biggest flaw. It has been cited that even in Drizzt's Shadow of the Stranger, people lose track of the scenario when strolling about town. These are admittedly stretches, but each of those examples have towns that definitely contribute to the plot and are attached to it, but they themselves become too much of the plot. Mendor's tremendously large town was the reason why I have played it and probably never will- towns are not the point of a scenario.

Make them, make them make sense, and then leave them. Plot advancement is the point of the scenario, not towns. I don't care if a town is nothing but people giving manufactured responses- Unless an important NPC is in a town, then I want nothing more out of a town than vital services (training, inns, et cetera) and maybe a small flash of life (ie. what the town is made mildly unique by). That's it.

Now, have you ever wondered why Rhapsody In Blue will never get done? Hm?

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Realism in Blades of Avernum
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quote:
Originally written by Mind:

Perhaps Rentar-Ihrno himself.
Stop destroying Alec's fantasy world...!

That said, I'm a huge proponent of Avernum's dialogue system. You couldn't possibly realize just how much control it offers us designers! I can control EVERYTHING about a conversation, it's insane!

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Did Jeff know about this while creating Exile/Avernum series? in General
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oh no i found nephilim in the bible

thats breaking jeffs copyrights

SUE GOD!


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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
More classical music and such... in General
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Beethozart ain't got nothin' on Fagen, Becker et al.

IMAGE(steely00.jpg)

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Article - Good Bad Guys in Blades of Avernum Editor
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I still insist that Deacon was a minimally functional and sensical villain. :P

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Article - Good Bad Guys in Blades of Avernum
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I still insist that Deacon was a minimally functional and sensical villain. :P

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