Profile for Drakefyre
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Displayed name | Drakefyre |
Member number | 7 |
Title | Triad Mage |
Postcount | 9436 |
Homepage | http://www.sitemouse.com/users/drakefyre/index.html |
Registered | Wednesday, September 19 2001 07:00 |
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Article - Designing Quality Towns in Blades of Avernum | |
Triad Mage
Member # 7
|
written Wednesday, April 14 2004 12:49
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I definitely think that you misunderstood my main point about towns and plot. The towns themselves rarely advance the plot. It's the characters inside them that really make a town - the rest is just a shell for them. But there's no reason that it can't be a pretty shell. Trouble in Mendor and A Gathering Storm go overboard with respect to towns. That's not at all what I'm advocating with this article. -------------------- "At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander ==== Drakefyre's Demesne - Happy Happy Joy Joy Encyclopedia Ermariana - Trapped in the Closet ==== You can take my Mac when you pry my cold, dead fingers off the mouse! Posts: 9436 | Registered: Wednesday, September 19 2001 07:00 |
Article - Designing Quality Towns in Blades of Avernum Editor | |
Triad Mage
Member # 7
|
written Wednesday, April 14 2004 02:02
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Article - Designing a Quality Town Towns. Every scenario has to have at least one of these. Most likely, almost everyone has an unfinished, 50-town 'masterpiece' somewhere on their hard-drive, begging to be cut down and simplified into a releasable scenario. Overestimating your ability to create towns and underestimating the amount of work they require are two mistakes commonly made by newer scenario designers. This is especially pertinent with the Blades of Avernum Editor's terrain system. Towns take time. A lot of time. In Blades of Exile, it was possible to slap together a well-designed town in an hour or two, and spend another hour or two writing dialogue for it. Well, no more. In Blades of Avernum, it's not uncommon to spend around six hours just designing and tweaking a 48x48 town, and writing dialogue can add another three to four hours if you do it right. That's around ten hours spent on a single town. Fifty friendly towns, each full of personalities, will make anyone go crazy - it would take more than 20 days, non-stop, to write those towns. That's why this article is here. I aim to help you cut down on the number of towns in your scenarios and refine the ones that are left. The easiest way to do this is with a series of questions that should be answered for every town, along with some helpful tips that I've picked up along the way. Really, the first thing to do is decide whether a town you've planned is necessary. What is its purpose? Does it do anything to advance the plot or add atmosphere to the scenario, or is it to provide a break from dungeons and give shops? Towns with the latter purpose will only hinder the completion of your scenario. Think about the scenario with and without the town - if it would run pretty much the same way, definitely consider removing the town. The first order of business when creating new towns is choosing a size. 32x32 will suffice for most forts, small towns, temples, smaller dungeons, and so on. A 48x48 town is generally large enough for anything you're trying to do. A 64x64 town in Blades of Avernum is a lot bigger than one from Blades of Exile. A town that size should only be used on something that is truly massive and you're sure that you can't fit in a 48x48 town. When creating your town, you want to think about the region in which it's being set. What's the environment like? How far from the largest cities is it? How do people here make a living? How strong is the presence of authority? All of these things should be reflected in the making of the town. You won't have a mining town in the middle of a forest, but you may have a logging town. In the mountains, it would generally be a mining town. Have mines, miners, ore storage, people that sell mining supplies, and maybe even a miner's union. It will help you set the mood of the town and help you get a better idea of what goes on in the town. If the town is far away from other cities and has few authority figures, is crime rampant? Or is it a peaceful backwater village that doesn't merit much attention? Do people feel resentful towards a faraway government that they never see? An easy way to get a handle on the sentiments of the people in a town is to place yourself in their shoes and see what kind of reactions you would have if you were a firebrand, a simple trader, a priest, et cetera. The town should also have some connection to the plot - having towns for the sake of towns is just asking for trouble. Without a plot connection, it's hard to be motivated to complete a town. Maybe the town of Greenleaf is nearby an evil mage's lair and magical fringe effects have caused two-headed calves to be born. Do they know he's there? Or are they clueless? In real life, events like these caused the town to start branding people as witches. Does this happen in your town? In any case, they would not stand idly by. The main plot usually has an effect on every town, and thusly on the characters that populate it. Any events that happen affect people, and they should talk about it in their dialogue. Everyone has an opinion on things, and most people aren't shy about sharing it. The more depth you add to a character's dialogue, the better the player will identify with them and the scenario as a whole. On the subject of dialogue, it should be full and fleshed out. Almsot everyone should talk to the party - even if it's just a simple 'I'm busy right now' message. People are more than just shopkeepers or soldiers or priests. They're fathers, daughters, neighbors, et cetera. They have hobbies, relationships, sons away at war, and so on. Bringing that out in dialogue is a lot easier in smaller scenarios, but it should happen to some degree in all scenarios. People like the king have more to worry about than just the party and their mission. Also, town design should be logical. There are generally paths in a town that lead through it, sections with houses for the town's inhabitants (it's unbelievable how many scenarios ignore/leave out these), and some easy-to-reach figure of authority. The mayor's office is not going to be in the back corner of a town behind forty houses with no sign and no paths. Generally, there is not a lot of empty space around town, and if there is, it's usually spread out by leaving more space between buildings. That being said, towns should not be (and are not) designed in perfect symmetry. To add realism, most designers make towns a little messy. Not every building came up at the same time - there were some when the town was first formed, and the rest came up into open space at a later time. If you have that mindset when designing towns, your towns will generally seem a little more realistic than the 'planned community' that's extraordinarily neat, with a lot of buildings the same size and in neat little rows. With Blades of Avernum, we're given more tools that should be taken advantage of. Not everything in a town is the same height or even on level ground. Using hills in some capacity makes a town look better, and so does adding signs around buildings (even if it's not the terrain and a custom state instead). Towns should be built to engage the player and advance the plot, not merely be a break from dungeon crawling. A good town can do much more to advance the plot than a dungeon can. Character interactions will draw the player in, and making a town consistent with its surroundings will set a mood for the town and give it a natural environment. And above all, remember that towns take time. -------------------- "At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander ==== Drakefyre's Demesne - Happy Happy Joy Joy Encyclopedia Ermariana - Trapped in the Closet ==== You can take my Mac when you pry my cold, dead fingers off the mouse! Posts: 9436 | Registered: Wednesday, September 19 2001 07:00 |
Article - Designing Quality Towns in Blades of Avernum | |
Triad Mage
Member # 7
|
written Wednesday, April 14 2004 02:02
Profile
Homepage
Article - Designing a Quality Town Towns. Every scenario has to have at least one of these. Most likely, almost everyone has an unfinished, 50-town 'masterpiece' somewhere on their hard-drive, begging to be cut down and simplified into a releasable scenario. Overestimating your ability to create towns and underestimating the amount of work they require are two mistakes commonly made by newer scenario designers. This is especially pertinent with the Blades of Avernum Editor's terrain system. Towns take time. A lot of time. In Blades of Exile, it was possible to slap together a well-designed town in an hour or two, and spend another hour or two writing dialogue for it. Well, no more. In Blades of Avernum, it's not uncommon to spend around six hours just designing and tweaking a 48x48 town, and writing dialogue can add another three to four hours if you do it right. That's around ten hours spent on a single town. Fifty friendly towns, each full of personalities, will make anyone go crazy - it would take more than 20 days, non-stop, to write those towns. That's why this article is here. I aim to help you cut down on the number of towns in your scenarios and refine the ones that are left. The easiest way to do this is with a series of questions that should be answered for every town, along with some helpful tips that I've picked up along the way. Really, the first thing to do is decide whether a town you've planned is necessary. What is its purpose? Does it do anything to advance the plot or add atmosphere to the scenario, or is it to provide a break from dungeons and give shops? Towns with the latter purpose will only hinder the completion of your scenario. Think about the scenario with and without the town - if it would run pretty much the same way, definitely consider removing the town. The first order of business when creating new towns is choosing a size. 32x32 will suffice for most forts, small towns, temples, smaller dungeons, and so on. A 48x48 town is generally large enough for anything you're trying to do. A 64x64 town in Blades of Avernum is a lot bigger than one from Blades of Exile. A town that size should only be used on something that is truly massive and you're sure that you can't fit in a 48x48 town. When creating your town, you want to think about the region in which it's being set. What's the environment like? How far from the largest cities is it? How do people here make a living? How strong is the presence of authority? All of these things should be reflected in the making of the town. You won't have a mining town in the middle of a forest, but you may have a logging town. In the mountains, it would generally be a mining town. Have mines, miners, ore storage, people that sell mining supplies, and maybe even a miner's union. It will help you set the mood of the town and help you get a better idea of what goes on in the town. If the town is far away from other cities and has few authority figures, is crime rampant? Or is it a peaceful backwater village that doesn't merit much attention? Do people feel resentful towards a faraway government that they never see? An easy way to get a handle on the sentiments of the people in a town is to place yourself in their shoes and see what kind of reactions you would have if you were a firebrand, a simple trader, a priest, et cetera. The town should also have some connection to the plot - having towns for the sake of towns is just asking for trouble. Without a plot connection, it's hard to be motivated to complete a town. Maybe the town of Greenleaf is nearby an evil mage's lair and magical fringe effects have caused two-headed calves to be born. Do they know he's there? Or are they clueless? In real life, events like these caused the town to start branding people as witches. Does this happen in your town? In any case, they would not stand idly by. The main plot usually has an effect on every town, and thusly on the characters that populate it. Any events that happen affect people, and they should talk about it in their dialogue. Everyone has an opinion on things, and most people aren't shy about sharing it. The more depth you add to a character's dialogue, the better the player will identify with them and the scenario as a whole. On the subject of dialogue, it should be full and fleshed out. Almsot everyone should talk to the party - even if it's just a simple 'I'm busy right now' message. People are more than just shopkeepers or soldiers or priests. They're fathers, daughters, neighbors, et cetera. They have hobbies, relationships, sons away at war, and so on. Bringing that out in dialogue is a lot easier in smaller scenarios, but it should happen to some degree in all scenarios. People like the king have more to worry about than just the party and their mission. Also, town design should be logical. There are generally paths in a town that lead through it, sections with houses for the town's inhabitants (it's unbelievable how many scenarios ignore/leave out these), and some easy-to-reach figure of authority. The mayor's office is not going to be in the back corner of a town behind forty houses with no sign and no paths. Generally, there is not a lot of empty space around town, and if there is, it's usually spread out by leaving more space between buildings. That being said, towns should not be (and are not) designed in perfect symmetry. To add realism, most designers make towns a little messy. Not every building came up at the same time - there were some when the town was first formed, and the rest came up into open space at a later time. If you have that mindset when designing towns, your towns will generally seem a little more realistic than the 'planned community' that's extraordinarily neat, with a lot of buildings the same size and in neat little rows. With Blades of Avernum, we're given more tools that should be taken advantage of. Not everything in a town is the same height or even on level ground. Using hills in some capacity makes a town look better, and so does adding signs around buildings (even if it's not the terrain and a custom state instead). Towns should be built to engage the player and advance the plot, not merely be a break from dungeon crawling. A good town can do much more to advance the plot than a dungeon can. Character interactions will draw the player in, and making a town consistent with its surroundings will set a mood for the town and give it a natural environment. And above all, remember that towns take time. -------------------- "At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander ==== Drakefyre's Demesne - Happy Happy Joy Joy Encyclopedia Ermariana - Trapped in the Closet ==== You can take my Mac when you pry my cold, dead fingers off the mouse! Posts: 9436 | Registered: Wednesday, September 19 2001 07:00 |
Article - Good Bad Guys in Blades of Avernum Editor | |
Triad Mage
Member # 7
|
written Wednesday, April 14 2004 00:47
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It also involves time travel and rocketship bombs. -------------------- "At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander ==== Drakefyre's Demesne - Happy Happy Joy Joy Encyclopedia Ermariana - Trapped in the Closet ==== You can take my Mac when you pry my cold, dead fingers off the mouse! Posts: 9436 | Registered: Wednesday, September 19 2001 07:00 |
Article - Good Bad Guys in Blades of Avernum | |
Triad Mage
Member # 7
|
written Wednesday, April 14 2004 00:47
Profile
Homepage
It also involves time travel and rocketship bombs. -------------------- "At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander ==== Drakefyre's Demesne - Happy Happy Joy Joy Encyclopedia Ermariana - Trapped in the Closet ==== You can take my Mac when you pry my cold, dead fingers off the mouse! Posts: 9436 | Registered: Wednesday, September 19 2001 07:00 |
Realism in Blades of Avernum | |
Triad Mage
Member # 7
|
written Wednesday, April 14 2004 00:38
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Rentar-Ihrno is a woman. Blades of Exile let you type whatever you wanted. People wanted the Avernum dialogue system. -------------------- "At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander ==== Drakefyre's Demesne - Happy Happy Joy Joy Encyclopedia Ermariana - Trapped in the Closet ==== You can take my Mac when you pry my cold, dead fingers off the mouse! Posts: 9436 | Registered: Wednesday, September 19 2001 07:00 |
Use of NPCs in Blades of Avernum Editor | |
Triad Mage
Member # 7
|
written Wednesday, April 14 2004 00:32
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I'm moving this to the scenario editor forum. -------------------- "At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander ==== Drakefyre's Demesne - Happy Happy Joy Joy Encyclopedia Ermariana - Trapped in the Closet ==== You can take my Mac when you pry my cold, dead fingers off the mouse! Posts: 9436 | Registered: Wednesday, September 19 2001 07:00 |
Use of NPCs in Blades of Avernum | |
Triad Mage
Member # 7
|
written Wednesday, April 14 2004 00:32
Profile
Homepage
I'm moving this to the scenario editor forum. -------------------- "At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander ==== Drakefyre's Demesne - Happy Happy Joy Joy Encyclopedia Ermariana - Trapped in the Closet ==== You can take my Mac when you pry my cold, dead fingers off the mouse! Posts: 9436 | Registered: Wednesday, September 19 2001 07:00 |
Use of NPCs in Blades of Avernum | |
Triad Mage
Member # 7
|
written Wednesday, April 14 2004 00:32
Profile
Homepage
I'm moving this to the scenario editor forum. -------------------- "At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander ==== Drakefyre's Demesne - Happy Happy Joy Joy Encyclopedia Ermariana - Trapped in the Closet ==== You can take my Mac when you pry my cold, dead fingers off the mouse! Posts: 9436 | Registered: Wednesday, September 19 2001 07:00 |
Article - The Responsive World in Blades of Avernum Editor | |
Triad Mage
Member # 7
|
written Tuesday, April 13 2004 01:52
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The Responsive World Something that a lot of designers of neglect to consider is the fact that the world, or at least the area of the scenario, will change in response to what the party does. This can and should be different depending on the scale and type of scenario that you're writing, but it should happen in all of them, unless you make it a point of the scenario that the party has no effect on anything (which would be very weird and very interesting). There are quite a few ways to go about making a fully responsive world. The easiest and most common is changing dialogue based on events that happen and things that the party does. A step up from that is changing dialogue and the perceptions of the towns by including some sort of a 'reputation' or 'karma' counter that can be used to lower/raise prices, get hired by more prestigious people, and so on. The last step is causing far-reaching effects as a result of what the party says, doing other events, et cetera. Changing dialogue is the preferred way of getting these changes across to the player, and it's incredibly easy to do so in Blades of Avernum. Having dialogue depend on a condition, having strings removed and added, and dialogue actions like INTRO and DEP_ON_SDF all greatly improve the control that we have over dialogue. This makes it a cinch to change everyone in the town from being scared of the baddies to happy that you killed them. This does not have to be contained to the threatened town - maybe all of the towns nearby have heard of what you did and now more options become open. That's getting into the second type of changing world, based on the deeds of the party and changing the perceptions of the characters with regards to it. Another important thing to remember is that if the big den of monsters has been cleaned out, all outdoor encounters related to it should disappear, either with a message upon encountering them, or just purely destroying them. Outdoor encounters, unless used properly, do not add a lot to a scenario. The second method of changing the world requires an SDF or two that would serve as a reputation or karma counter. As the player did more quests or said things that people liked, NPCs would become more friendly. This can also work the opposite way, and it's great to see either one. Knowing that your actions have an effect on how you can play the game makes the player think. It's fairly easy to implement these changes too. Something easy to do is call a state when entering a town that uses an else-if ladder to determine a dialog box to show that describes how the town feels about you. It could be "They notice you and start talking excitedly. These are the adventurers who killed X, Y, and Z," or "The citizens of the town sneer at you as you walk by. You certainly don't feel welcomed here," or something in-between. There are still dialogue changes, and everything from the first level should be included here as well. In addition to those before, using actions like SET_SDF upon giving a favorable/unfavorable response will allow you to let the party express their opinion through dialogue, and then you can concoct the appropriate responses. This is particularly effective in scenarios with multiple sides to join, as it can be used to determine how each side views you, à la Geneforge. The third method is by no means the most intricate method available, but it's still more complicated than the two described above. This can't be used in all scenarios, but it can be extremely effective when it's used properly. It still builds on the first method, and it's possible that it would implement the second as well. The main idea with this method is 'consequences'. Everything the party does will have consequences and repercussions in the world - some foreseeable, and others not. If the designer implements them, it makes for a much more challenging and fun game to play. Shutting off the power to an old factory that's spawning muck monsters may also shut down the waste-processing plant, which could dump sewage into the water supply, poisoning a town. Variable Town Entry is generally fit for a purpose like that - if a town changes radically, especially its terrain, and if people die or have dramatically different dialogue responses, you'd be better off creating a whole new town and just replacing the old one. This generally fits in when a disaster occurs, towns are wiped out or attacked, or even when there have just been so many changes that it would be better to just have half happen in a completely new town. Something you have to ensure when working with VTE is continuity. If someone gives you a quest in the old town and is still alive in the new town, they should still give you a reward, or at least acknowledge the deed. Maybe the economy has crashed between getting and finishing the quest, and he can't pay you in gold - only copper. This creates a little bit of an 'oh, man' factor, and it encourages the player to replay the scenario and see if they can complete the quest before the disaster occurs. Imagining and implementing these consequences will allow for a fuller game that immerses the party and lets them know that for every action, there is a response, even if it may seem like there isn't. A very good way to mix it up a little is to have the original quest you were supposed to solve create a horrible and unforeseen problem that you now have to deal with, because you were the one that mucked it up in the first place. As a player, you always want to play in a world that makes you feel like what you do is either important or has effects. Playing in a static world is no fun. Even though this may not apply to some scenarios (especially ones where you can't go backwards to places you've already been), it helps if every designer would consider them. -------------------- "At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander ==== Drakefyre's Demesne - Happy Happy Joy Joy Encyclopedia Ermariana - Trapped in the Closet ==== You can take my Mac when you pry my cold, dead fingers off the mouse! Posts: 9436 | Registered: Wednesday, September 19 2001 07:00 |
Article - The Responsive World in Blades of Avernum | |
Triad Mage
Member # 7
|
written Tuesday, April 13 2004 01:52
Profile
Homepage
The Responsive World Something that a lot of designers of neglect to consider is the fact that the world, or at least the area of the scenario, will change in response to what the party does. This can and should be different depending on the scale and type of scenario that you're writing, but it should happen in all of them, unless you make it a point of the scenario that the party has no effect on anything (which would be very weird and very interesting). There are quite a few ways to go about making a fully responsive world. The easiest and most common is changing dialogue based on events that happen and things that the party does. A step up from that is changing dialogue and the perceptions of the towns by including some sort of a 'reputation' or 'karma' counter that can be used to lower/raise prices, get hired by more prestigious people, and so on. The last step is causing far-reaching effects as a result of what the party says, doing other events, et cetera. Changing dialogue is the preferred way of getting these changes across to the player, and it's incredibly easy to do so in Blades of Avernum. Having dialogue depend on a condition, having strings removed and added, and dialogue actions like INTRO and DEP_ON_SDF all greatly improve the control that we have over dialogue. This makes it a cinch to change everyone in the town from being scared of the baddies to happy that you killed them. This does not have to be contained to the threatened town - maybe all of the towns nearby have heard of what you did and now more options become open. That's getting into the second type of changing world, based on the deeds of the party and changing the perceptions of the characters with regards to it. Another important thing to remember is that if the big den of monsters has been cleaned out, all outdoor encounters related to it should disappear, either with a message upon encountering them, or just purely destroying them. Outdoor encounters, unless used properly, do not add a lot to a scenario. The second method of changing the world requires an SDF or two that would serve as a reputation or karma counter. As the player did more quests or said things that people liked, NPCs would become more friendly. This can also work the opposite way, and it's great to see either one. Knowing that your actions have an effect on how you can play the game makes the player think. It's fairly easy to implement these changes too. Something easy to do is call a state when entering a town that uses an else-if ladder to determine a dialog box to show that describes how the town feels about you. It could be "They notice you and start talking excitedly. These are the adventurers who killed X, Y, and Z," or "The citizens of the town sneer at you as you walk by. You certainly don't feel welcomed here," or something in-between. There are still dialogue changes, and everything from the first level should be included here as well. In addition to those before, using actions like SET_SDF upon giving a favorable/unfavorable response will allow you to let the party express their opinion through dialogue, and then you can concoct the appropriate responses. This is particularly effective in scenarios with multiple sides to join, as it can be used to determine how each side views you, à la Geneforge. The third method is by no means the most intricate method available, but it's still more complicated than the two described above. This can't be used in all scenarios, but it can be extremely effective when it's used properly. It still builds on the first method, and it's possible that it would implement the second as well. The main idea with this method is 'consequences'. Everything the party does will have consequences and repercussions in the world - some foreseeable, and others not. If the designer implements them, it makes for a much more challenging and fun game to play. Shutting off the power to an old factory that's spawning muck monsters may also shut down the waste-processing plant, which could dump sewage into the water supply, poisoning a town. Variable Town Entry is generally fit for a purpose like that - if a town changes radically, especially its terrain, and if people die or have dramatically different dialogue responses, you'd be better off creating a whole new town and just replacing the old one. This generally fits in when a disaster occurs, towns are wiped out or attacked, or even when there have just been so many changes that it would be better to just have half happen in a completely new town. Something you have to ensure when working with VTE is continuity. If someone gives you a quest in the old town and is still alive in the new town, they should still give you a reward, or at least acknowledge the deed. Maybe the economy has crashed between getting and finishing the quest, and he can't pay you in gold - only copper. This creates a little bit of an 'oh, man' factor, and it encourages the player to replay the scenario and see if they can complete the quest before the disaster occurs. Imagining and implementing these consequences will allow for a fuller game that immerses the party and lets them know that for every action, there is a response, even if it may seem like there isn't. A very good way to mix it up a little is to have the original quest you were supposed to solve create a horrible and unforeseen problem that you now have to deal with, because you were the one that mucked it up in the first place. As a player, you always want to play in a world that makes you feel like what you do is either important or has effects. Playing in a static world is no fun. Even though this may not apply to some scenarios (especially ones where you can't go backwards to places you've already been), it helps if every designer would consider them. -------------------- "At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander ==== Drakefyre's Demesne - Happy Happy Joy Joy Encyclopedia Ermariana - Trapped in the Closet ==== You can take my Mac when you pry my cold, dead fingers off the mouse! Posts: 9436 | Registered: Wednesday, September 19 2001 07:00 |
The Quest for Clairvoyance of a kind in General | |
Triad Mage
Member # 7
|
written Tuesday, April 13 2004 01:40
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They're the demo versions. If you're overseas, get a money order or mail cash to Jeff. They may be old, but they're still worth it in the trilogy bundle or just Blades of Exile by itself. -------------------- "At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander ==== Drakefyre's Demesne - Vahnatai Did Do It desperance.net - We're Everywhere The Arena - God Will Sort The Dead ==== You can take my Mac when you pry my cold, dead fingers off the mouse! Posts: 9436 | Registered: Wednesday, September 19 2001 07:00 |
Playing through the included campaigns... in Blades of Avernum | |
Triad Mage
Member # 7
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written Tuesday, April 13 2004 00:35
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Of course it can be done. I did it, and I entered VoDT and ASR with a level 1 singleton, and I played ZKR with a PC that had come out of VoDT, and DwtD with the resulting PC. -------------------- "At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander ==== Drakefyre's Demesne - Happy Happy Joy Joy Encyclopedia Ermariana - Trapped in the Closet ==== You can take my Mac when you pry my cold, dead fingers off the mouse! Posts: 9436 | Registered: Wednesday, September 19 2001 07:00 |
Article - Bob in Blades of Avernum Editor | |
Triad Mage
Member # 7
|
written Monday, April 12 2004 14:05
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DragynBob Sado-Masochism Or DataBases. It's an inside joke, either way. -------------------- "At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander ==== Drakefyre's Demesne - Happy Happy Joy Joy Encyclopedia Ermariana - Trapped in the Closet ==== You can take my Mac when you pry my cold, dead fingers off the mouse! Posts: 9436 | Registered: Wednesday, September 19 2001 07:00 |
Article - Bob in Blades of Avernum | |
Triad Mage
Member # 7
|
written Monday, April 12 2004 14:05
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DragynBob Sado-Masochism Or DataBases. It's an inside joke, either way. -------------------- "At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander ==== Drakefyre's Demesne - Happy Happy Joy Joy Encyclopedia Ermariana - Trapped in the Closet ==== You can take my Mac when you pry my cold, dead fingers off the mouse! Posts: 9436 | Registered: Wednesday, September 19 2001 07:00 |
Resource - Custom Creature Template in Blades of Avernum Editor | |
Triad Mage
Member # 7
|
written Monday, April 12 2004 14:03
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Custom Creature Template: [ Wednesday, April 14, 2004 00:40: Message edited by: Drakefyre ] -------------------- "At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander ==== Drakefyre's Demesne - Happy Happy Joy Joy Encyclopedia Ermariana - Trapped in the Closet ==== You can take my Mac when you pry my cold, dead fingers off the mouse! Posts: 9436 | Registered: Wednesday, September 19 2001 07:00 |
Resource - Custom Creature Template in Blades of Avernum | |
Triad Mage
Member # 7
|
written Monday, April 12 2004 14:03
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Custom Creature Template: [ Wednesday, April 14, 2004 00:40: Message edited by: Drakefyre ] -------------------- "At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander ==== Drakefyre's Demesne - Happy Happy Joy Joy Encyclopedia Ermariana - Trapped in the Closet ==== You can take my Mac when you pry my cold, dead fingers off the mouse! Posts: 9436 | Registered: Wednesday, September 19 2001 07:00 |
Website Overhaul and Reorganization in General | |
Triad Mage
Member # 7
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written Monday, April 12 2004 13:50
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DP, I don't see what's wrong with my source. The indents don't seem to convert when sitemouse uploads my files. The only thing wrong should be in the walkthrough page and the general lack of </td></tr></table> -------------------- "At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander ==== Drakefyre's Demesne - Vahnatai Did Do It desperance.net - We're Everywhere The Arena - God Will Sort The Dead ==== You can take my Mac when you pry my cold, dead fingers off the mouse! Posts: 9436 | Registered: Wednesday, September 19 2001 07:00 |
Making a Resources Page on the Avernum Site in Blades of Avernum Editor | |
Triad Mage
Member # 7
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written Monday, April 12 2004 13:48
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http://www.sitemouse.com/users/drakefyre/boa.html -------------------- "At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander ==== Drakefyre's Demesne - Happy Happy Joy Joy Encyclopedia Ermariana - Trapped in the Closet ==== You can take my Mac when you pry my cold, dead fingers off the mouse! Posts: 9436 | Registered: Wednesday, September 19 2001 07:00 |
Making a Resources Page on the Avernum Site in Blades of Avernum | |
Triad Mage
Member # 7
|
written Monday, April 12 2004 13:48
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http://www.sitemouse.com/users/drakefyre/boa.html -------------------- "At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander ==== Drakefyre's Demesne - Happy Happy Joy Joy Encyclopedia Ermariana - Trapped in the Closet ==== You can take my Mac when you pry my cold, dead fingers off the mouse! Posts: 9436 | Registered: Wednesday, September 19 2001 07:00 |
Article - Bob in Blades of Avernum Editor | |
Triad Mage
Member # 7
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written Monday, April 12 2004 13:43
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*sigh* Now I need to write another article. There's nothing wrong with having Bob. There's nothing wrong with eliminating Bob. There's nothing wrong with avoiding Bob altogether. After all, he's an integral part of DBSM. -------------------- "At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander ==== Drakefyre's Demesne - Happy Happy Joy Joy Encyclopedia Ermariana - Trapped in the Closet ==== You can take my Mac when you pry my cold, dead fingers off the mouse! Posts: 9436 | Registered: Wednesday, September 19 2001 07:00 |
Article - Bob in Blades of Avernum | |
Triad Mage
Member # 7
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written Monday, April 12 2004 13:43
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*sigh* Now I need to write another article. There's nothing wrong with having Bob. There's nothing wrong with eliminating Bob. There's nothing wrong with avoiding Bob altogether. After all, he's an integral part of DBSM. -------------------- "At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander ==== Drakefyre's Demesne - Happy Happy Joy Joy Encyclopedia Ermariana - Trapped in the Closet ==== You can take my Mac when you pry my cold, dead fingers off the mouse! Posts: 9436 | Registered: Wednesday, September 19 2001 07:00 |
Small Rebellion: Marble Statue in Blades of Avernum | |
Triad Mage
Member # 7
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written Friday, April 9 2004 04:33
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Plus, the fight against Stalker is much more interesting than the anticlimatic confrontation with Jaen. -------------------- "At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander ==== Drakefyre's Demesne - Happy Happy Joy Joy Encyclopedia Ermariana - Trapped in the Closet ==== You can take my Mac when you pry my cold, dead fingers off the mouse! Posts: 9436 | Registered: Wednesday, September 19 2001 07:00 |
Yet Another Article in Blades of Avernum Editor | |
Triad Mage
Member # 7
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written Friday, April 9 2004 04:30
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When you have someone like Commander Groul, control is not his only motivation. There's also prestige and pride in it, and the thrill of getting away with something you shouldn't be doing that keeps him going. And this also means that I have to write some more articles now, but preferably on some more BoA specific stuff. -------------------- "At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander ==== Drakefyre's Demesne - Happy Happy Joy Joy Encyclopedia Ermariana - Trapped in the Closet ==== You can take my Mac when you pry my cold, dead fingers off the mouse! Posts: 9436 | Registered: Wednesday, September 19 2001 07:00 |
Yet Another Article in Blades of Avernum | |
Triad Mage
Member # 7
|
written Friday, April 9 2004 04:30
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When you have someone like Commander Groul, control is not his only motivation. There's also prestige and pride in it, and the thrill of getting away with something you shouldn't be doing that keeps him going. And this also means that I have to write some more articles now, but preferably on some more BoA specific stuff. -------------------- "At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander ==== Drakefyre's Demesne - Happy Happy Joy Joy Encyclopedia Ermariana - Trapped in the Closet ==== You can take my Mac when you pry my cold, dead fingers off the mouse! Posts: 9436 | Registered: Wednesday, September 19 2001 07:00 |