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Give me your opinion, please.


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I've been reading the editor docs, some tutorials and articles by fellow editors.

 

I have an idea for a scenario. It will be story intensive and I'm planning to make it short (in area/towns, just as in story lenght).

 

What I want to know is: does size matter? laugh I mean, it would be easy for me to extend the story (and I'm not talking about just putting fillers), but that would mean more work and much more time developing. I'll be doing this for me, but I also want to make something that others enjoy, so that's why I want to know your opinion. smile

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We are in rather dire need of decent scenarios at this point in BoA's history. Short is good. Size does matter, in that longer scenarios will, all other things being equal, probably be liked more, but right now, I think we just need scenarios.

 

Besides, longer scens are for experienced designers. We're all n00bs when it comes to BoA. :p

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Oh, I'll take time to do the scenario. Do you know what I'm doing? I'm playing one of the default scenarios, with the editor opened. When I enter a town, I load the town in the editor and load its scripts. I'm playing (to know better the game mechanics) and learning the editor and scripting that way (after having read the editor docs). smile

 

Back to topic: I could do the short scenario, then upgrade it latter (like version 2), making it bigger and even make some plot twists (so that it doesn't get boring to those who played a previous version). smile

 

For now, I'm checking out the Avernumscript to know how interactive can I make my scenario with the party. Because I want to give the party personality. Not just a bunch of adventurers that will hack my world to pieces, but each would have a personality and interact with my scenario in specific ways. Only the main character would be "personality-free", as that would be the one the player would role-play. It has to be a male PC, though.

 

What do you think? Is it possible? (example: when the party arrives, make third PC in the party say something.)

 

The downside could be that I would have to include in the readme.txt information about what party to make so that it's possible to fully enjoy the scenario (your second PC has to be a human archer, for example [the archer thing is just an example, not what it will have to be wink ]).

 

What do you think? Do you think that would be limiting too much the players' freedom of choice (the choice of party members)?

 

So here I leave you with two more questions to be anwered! laugh

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Long scenarios can be fun, short scenarios can be fun, but long scenarios that *might* be fun if they weren't so damn long cannot. laugh

 

It's probably not a good idea to bloat up a decent short scenario with tons of filler just for the sake of making it "bigger." Personally, I'd rather play 5 short, really cool scenarios than 1 sprawling but mediocre one.

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I wanted to do something like this with my BoE scenario, NK0P, but BoE really wasn't conducive to this. BoA would work a lot better, but it still doesn't seem like the type of thing a new designer would be likely to be able to pull off very well, but then, who knows.

 

BoA does have very good calls for checking the party (what species, any skills, what names, etc), though, so you should be able to pull this off with a really elaborate set of checks without needing a pre-fab party. And if you must, using a pre-fab party won't kill anyone.

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I, personally, would love to see the party turned into an active character. Possibly, though, you may prefer to specify a 1PC party and include a couple of NPCs which will help throughout the scenario and who have interesting personalities. Or not. But I'd much, much rather play a scenario that tries to do something clever and different than one that is afraid to be too different from other scenarios in case people don't like it.

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Quote:
Originally written by The Creator:
I, personally, would love to see the party turned into an active character. Possibly, though, you may prefer to specify a 1PC party and include a couple of NPCs which will help throughout the scenario and who have interesting personalities. Or not. But I'd much, much rather play a scenario that tries to do something clever and different than one that is afraid to be too different from other scenarios in case people don't like it.
The dilemma is that my ideas can turn out too complicated. Since I'm a newbie, that could mean that a scenario that could be good can turn out mediocre, due to lack of experience. So I don't know if I should aim lower in my first attempt and then go for more ambitious scenarios or not waste my energy and just go for the complicated scenario.

As I said, this is more a personal quest than just do something to please others, but others' opinion do count, as I want to make something enjoyable by everyone and worth some good feedback. (I need good feedback to keep going wink )

Anyway, as soon as I fininsh the story (I'm trying to have everything planned to minimum detail, starting with the story. Sidequests included! lol), I'll take a decision: go forward with it, or leave it for my next scenario. smile
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Quote:
Originally written by Dahak:
I'm working on an ineractive scenario, but trust me it get complicated quickly. I have this little flow chart that goes all over as I have to track each possible change. Also annoying since I hit a 99 dialouge node limit.
Yes, I've already thought about that possible problem. wink It could be tricky, though:

House interiors in other town maps.

Of course, this would have to be well thought. For example: If I have a certain house owner move between his house and his shop, it would be strange if he was in the shop, the party arrive at home and find the second NPC copy! laugh And it would require a lot of SDFs...

But that's just in case of emergency. smile
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Quote:
Originally written by 20eyes:
I'm VERY happy that people are focusing on interesting PC/NPC interactions for their scenarios. I'm trying to do the same with mine, but I haven't found myself even close to hitting the node limit yet. Holy crap.
This is only my opinion, but I think PC/PC and PC/NPC interactions are the RPG's meat. smile Otherwise, the story would have to be very good, or something really good would have to be made to compensate the lack of that interaction. smile
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Quote:
Originally written by Overwhelming:
The dilemma is that my ideas can turn out too complicated. Since I'm a newbie, that could mean that a scenario that could be good can turn out mediocre, due to lack of experience. So I don't know if I should aim lower in my first attempt and then go for more ambitious scenarios or not waste my energy and just go for the complicated scenario.
I can't really tell you what the right decision is here, but I can tell you what I did in the same situation.

My first scenario, Isle of Boredom, was a very ambitious project. I put a lot of work into stuff that wasn't all that important, but which I really wanted to do. Since I was a newbie, some of the cool stuff I tried doesn't work very well. Some things do work well, and add a lot to the scenario.

Every scenario I've made since then has been just as ambitious, but much more functional. On the other hand, without the experience of Isle of Boredom, I may have simply delayed my mistakes instead of avoiding them. Besides, I don't think I COULD make a simple scenario - I'd get tired of it long before I ever finished.

Up to you, of course, but I'm glad I had a shot.
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