Enhancing ToB
#41
Posted 29 June 2009 - 02:42 PM
#42 -Guest-
Posted 07 July 2009 - 02:29 PM
I approve of this idea.I was once thinking of a way to get people from Saradush to shelter in the pocket plane. To take them with you should be no problem. If they were Bhaalspawn, you could have them let their divinity get stripped off by the Solar. They could help or hinder in there, depending on who you took and what you were like. They could have animosities between themselves. And ultimately, you would have to land them somewhere safe. Plenty of RP material to go around with, relatively little coding, and a huge change in the storyline, I think ;-)
This idea, I love. Maybe even extra opportunities for spiriting in old colleagues to help with evacuating Saradush ect? People need healing? Call in Viconia/Jaheira ect! Once you find a safe place of refuge perhaps you could Fate Spirit in Keldorn or Valygar or some other warrior-type characters to protect the refugees. I think that'd be a nice way to get other NPC's involved who you don't have room or on your party... and make it feel like a more rounded conclusion to the trilogy, with all your old compatriots making a comeback in their own way, contributing to your cause.
The whole idea sounds brilliant, frankly. I'd always thought parts of ToB were on the patchy side, so anything to beef the game up, I'm all for. And can't make a solid commitment or anything due to RL business & Ninde, but I'd help you out the writing side of things, circumstances allowing.
#43
Posted 08 July 2009 - 11:04 AM
Just a suggestion. I would play this most diffinetly
"Feeling unknown
And you're all alone
Flesh and bone
By the telephone
Lift up the receiver
Ill make you a believer"
- Depeche Mode
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