stoopid $15,000 requirement
#1 -silas-
Posted 11 July 2005 - 01:16 PM
Players currently have two options:
1) heed that urgency and skip a lot of the Athkatla quests (why would you ever bother running around for Sir Sarles when Immy is being tortured?); but this means missing out on a lot of the game's content, as well as magic goodies and XP and power that can help you defeat Irenicus.
2) just kind of ignore the urgency in your head, and play lots of the game. This allows you to play through all the areas and situations (the developers did, after all, spend a lot of time and effort making them), but basically kills your suspension of disbelief, making it all a bit less fun.
The solution would seem simple: remove the urgency in-game, by making it seem almost-but-not-quite impossible to recruit the shadow-thieves' help. Say something like "A ship will have to be chartered to travel to far-off, pirate-infested waters. It will cost at least $75,000, and that will ahve to come straight from you. Perhaps if you prove yourselves to us in a major way we'd consider kicking in part; or maybe if you try to get in the good graces of the Cowled Wizards they can help you. But for now I suggest you go find a couple dragons to slay, or something."
Then trigger chapter 3 by something other than money -- level, or # of major quests completed, or something. "The guild war has accelerated faster than [the Shadow Thieves or Bodhi] expected; if you ever want to see Imoen again you'll lend a hand NOW." And off you go.
I have neither the time nor the skills to do this; I'm just saying it would make things better.
(maybe also give a bit of a breather after getting out of the underdark... don't tell right away that Bodhi has the Rynn Lanthorn, instead give the characters some time to wander aimlessly, ie finish up other quests/check out WK. (Maybe even add a (false) rumor that the RL is at WK, planted by the Helmites there to lure you.))
#2
Posted 11 July 2005 - 01:18 PM
#3
Posted 11 July 2005 - 08:17 PM
PnP Celestials
Geomantic Sorcerer Kit
#4 -silas-
Posted 11 July 2005 - 10:26 PM
#5
Posted 12 July 2005 - 08:34 AM
On the day before last you could get a urgent message that time is almost out. If you fail to get the money and get there before time is out then this could effect storyline.
Lastly the clock starting when she is kidnapped.
Actually allot of quests could use a timeline. Time when the quest becomes available and time when its too late. Instead of everything waiting for you. Such would certainly make whether to rest or not a more interesting choice.
Edited by TruePurple, 12 July 2005 - 12:14 PM.
#6
Posted 12 July 2005 - 01:26 PM
One of TPT's functions will be increasing the gold required to rescue Imoen.
Actually I would need the stupid requirement removed to rescue her at all. This is a very cheap breadcrumbs plot device to nudge me on the right track, but everybody else I meet shouts 'urgent!' too. If suspension of disbelieve is anything to go by, it would require the following quests to be not available anymore after the player took too long:
-Imoen (partly fried, but we wouldn't know this until it is too late)
- Umar Hills (Perhaps taken over by the Shade Lord if he is not that James Bond bad guy type who chickens out at the final opportunity)
- Trademeet overrun by animals and/or Shadow Druids (Cernd got his head chopped off after a 'fair' trial)
- The only things left of the D'Arnise family are horrible tales of slaughter and madness as the last heir led a final desperate assault on the castle with only a handful of guards heavily outnumbered.
The last two being an ongoing assault should at least be accounted for.
-Firkraag is probably the only one who would wait as he wants to meet ze bigge bhaalspawne in person.
Free your mind
#7 -silas-
Posted 12 July 2005 - 02:08 PM
Note that this is exactly what happens in the stock game; they just don't do a good enough job of it. How do the Shadow Thieves know when you have $15,000 anyway? I know they're keeping tabs on you, but are they sneaking into your room to count your gold? Do they know beforehand how much is in Firkraag's stash? At the very least, they should wait until you have the stated $20,000 and then only charge you $15,000, giving you a bit more breathing room to go on quests and also allowing you to go on a bit of a spending spree to gear up for the fight against Bodhi. Even better, the initial (false) requirement should additionally be raised; and for best gameplay the real trigger should be something other than money raised.
Gaelan Bayle doesn't have to say it's a different trigger; he can still claim it's money-related. But the behind-the-scenes scripting need not match Gaelan's words. Personally I think either XP (it would create some uniformity in how powerful you are when you go to Spellhold) or completed-quest flags (it would enhance replayability by letting you go through more than one but less than all quests) would be best. But days gone by would be fine too. Point is, the player doesn't have to know which one it is. Heck, maybe even add some scripting to have the game choose randomly from among these three things, just to keep players off-balance.
#8 -silas-
Posted 12 July 2005 - 02:10 PM
But that would have no effect on suspension of disbelief. I think it's also fine to have it seem that the PC got there just in the nick of time, as long as there's an in-game explanation of how and why this occurred.
I think most of the quests do a fine job of providing such an explanation; but the $15,000 ch. 3 trigger does not. That's the whole point.
#9
Posted 12 July 2005 - 04:46 PM
As for Immy, another choice (since she somehow gains a million + XP in Spellhold as is) would be to make her more powerful, the longer the PC waits to rescue her but also either TN or NE. In either of those alignments she wouldn't be the chirpy, faithful "little sister" anymore. In fact, NE Imoen might do something like turn coat and fight the party along side Bodhi in the Spellhold dungeon, having been converted into a willing bait for the PC by her kind host.
#10
Posted 12 July 2005 - 05:23 PM
It should be time and not only should some quests expire like Hendryk and Jester said but some quests shouldn't even be doable till a certain amount of time has past, imo. Though that would be some work so might need to be limited few at first.
Time dependent quests means very interesting time management factors in the game, especially when it comes to sleep. Would make for a real fun challenge.
Edited by TruePurple, 12 July 2005 - 05:26 PM.
#11 -silas-
Posted 12 July 2005 - 10:30 PM
The $15k requirement, on the other hand, actively works against your suspension of disbelief. If I find myself with $11k, and I know the reward for the upcoming quest is more than $4k, and I don't want to go to Spellhold yet, I'll go burn some cash to stay under the limit. I shouldn't have to fight the game like that.
I'm not saying the ideas about other quests aren't very good ones -- they are. But they're out of consideration here for two reasons: 1) they're beyond the scope of this thread (certainly they deserve their own); and 2) they're completely unworkable. You're talking about rewriting and recoding huge portions of the game; whereas to deal with the $15k problem all that needs changin is a single scripted trigger and a few lines of dialog.
#12
Posted 13 July 2005 - 04:48 AM
Sorry, just my suggestion and random thoughts.
Through lightning, travel shadow,
Through hell and all above,
Surviving sword and arrow,
Bound stronger by the love
***
And in the end a witness,
To where the death has lain,
Silent through the sorrow,
Where innocents lie slain
#13
Posted 13 July 2005 - 05:48 AM
Mostly it's just an excuse to make the quests tougher for high-ish level parties (i.e. more and/or tougher enemies), but there will be a few alterations to the plot as well. An example:
Umar Hills: If you didn't defeat the shade lord, all the surviving citizens of Imnesvale (plus the Sythillisian deserters) have run away, and all that's left in the village are shades, shadows and shadow wolves. The people of Imnesvale only return once the shade lord has been defeated. Valygar, if you didn't kill him or invite him into the party, is still in his cabin, but badly wounded.
#14
Posted 13 July 2005 - 10:17 AM
#15
Posted 13 July 2005 - 10:48 AM
#16
Posted 13 July 2005 - 10:54 AM
Sorry I made my post so short that it was unclear.
Edited by TruePurple, 13 July 2005 - 10:56 AM.
#17
Posted 15 July 2005 - 04:14 PM
< jcompton > Suggested plugs include "Click here so Compton doesn't ban me. http://www.pocketplane.net/ub"