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[RTC] Dungeon Lore (temporary canceled)
Posted: Tue Nov 23, 2010 7:30 am
by Zed5Duke
I begin to build new dungeon (and stop until finish Ravenhood)
Re: [RTC] Dungeon Lore
Posted: Tue Nov 23, 2010 8:39 am
by ian_scho
good luck!
Re: [RTC] Dungeon Lore
Posted: Tue Nov 23, 2010 3:24 pm
by Jan
I'm looking forward to it!

Re: [RTC] Dungeon Lore
Posted: Wed Nov 24, 2010 1:27 pm
by RAF68
new dungeon brilliant I am very impatient to play it know you when he will be ready?

.
Re: [RTC] Dungeon Lore
Posted: Wed Nov 24, 2010 1:52 pm
by Gambit37
^^^ This is why I stopped announcing new projects !!!
Re: [RTC] Dungeon Lore
Posted: Thu Nov 25, 2010 7:39 am
by Zed5Duke
RAF68 wrote:when he will be ready?
Already am at hall of champions level. Am trying to learn something new in RTC, yesterday i found how make torch on wall and restricted runes.
Re: [RTC] Dungeon Lore
Posted: Thu Nov 25, 2010 8:38 pm
by Des
Restricted runes sucks IMHO. I've said this before, I know. Other games such as EOTB require you to obtain scrolls to learn spells. DM operates with a "free magic" system - invoke any runes you have the mana for and you may or may not succesfully cast. Conflux II changed the formulae for spells rather than forbidding undiscovered runes - I think this is much more in the spirit of the original game.
Re: [RTC] Dungeon Lore
Posted: Thu Nov 25, 2010 8:57 pm
by Sphenx
I think one very bad point of restricted runes is to begin an adventure with a so-called wizard who is not even able to cast the simplest spell. Such a loooooser. I think it would be wiser to limit runes rather by experience, or why not add new spells only available from scrolls? New systems could be imaginated, but please, don't make a junior wizard capable of nothing without having found a spell book (why s/he is a wizard, then?? -_-' )
Re: [RTC] Dungeon Lore
Posted: Thu Nov 25, 2010 9:29 pm
by Jan
I don't like the restricted runes either.
Sphenx wrote:(why s/he is a wizard, then?? -_-' )
[YesMinister]Maybe (s)he's got a wizard degree from London School of Economics?

[/YesMinister]
Re: [RTC] Dungeon Lore
Posted: Thu Nov 25, 2010 10:49 pm
by Gambit37
You can assign default runes to the spellbook, so you can give a bunch of them to the player immediately at the start of the game. This allows you to unlock basic spells at the start of the game, and allow the player to learn more powerful spells later by finding the remaining runes.
No need for all the hate, it's a dungeon designer choice after all. You don't have to play dungeons you don't like.
Personally, what I think is silly with restricted runes is that whatever is in the spellbook is what ALL your magic users work from -- so if you lose the book, ALL your characters are screwed which really doesn't make any sense at all.
Re: [RTC] Dungeon Lore
Posted: Fri Nov 26, 2010 1:40 am
by linflas
why a spell book by the way ? couldn't it be cloned to some shiny necklace where specific runes are activated and others aren't ?
why not having 2, 3, 4 or more i.e. can RTC handle several spellbooks with different runes ? why the heck am i asking all these OT questions ?

sorry Zed.. we spoil your topic
Re: [RTC] Dungeon Lore
Posted: Sat Nov 27, 2010 7:22 am
by Zed5Duke
Restricted runes are very similar to rune bag from ultima underworld, and i could possibly change some gfx to look like that. To me this system of magic is very rpg, trough progress in game you learn more power and more complex spells. In old free magic you could stand somewhere trough hours and train to be master (and in fact you must do that) in restricted you must explore to get better.
I made some new design, and probably it will look like that:
-Characters will start from zero with no items and no skills, or each carry rare items connected to his job. Thief with lockpicks, scribe with magic book, guard with good armor, butcher with weapon, gardener with food, corsair with graple, navigator with compas and map, beggar with nothing, etc.
-In dungeon there will be always many choices of way, and you will be informed where lead corridor. So you can make decision what make first, go for food, armor, magic, equipment, resurect altar, potions. Not just labirynth but some logic building with guard room, food storage, kitchen, prison, library, this make more adventure parts. (Start with different party may affect later decisions of explore)
Re: [RTC] Dungeon Lore
Posted: Sat Nov 27, 2010 8:38 am
by RAF68
very good idea zed, you is inspired in you of my dungeon DUNGEON MASTER FOREVER it uses this principle, zed is you to arrive in my dungeon far ???.
Re: [RTC] Dungeon Lore
Posted: Fri Dec 03, 2010 11:14 am
by Zed5Duke
Have idea about extreme survival, probably game become annoying for some peoples who already dont like my rotten food items. Well i think its very funny.
1. break table and barrel to get
-dry wood which burn as torch (or use wood stick and rags to create torch)
-planks which put to fireplace (from dm2) make fire
-barrel lid and part of table can be used as shield (idea used in Hellgate Tavern2)
-heavy plank can be used as mace, weapon (also used in HT2)
2. you can find only dirty water which cause lost food by sickness
-but you can use skull (or other container) and fireplace to boil water
-the seme with rotten food which will cause dehydration
3. use part of monster for something usefull
-rope and knife from worm skin and teeth (used in some of my dungeons)
-long bone, skull as weapon (used in Nightkin)
In some way this survival part will work as killing factor and puzzles, so you can die in empty dungeon, no traps no monsters but lot of efforts to reach next levels.
Re: [RTC] Dungeon Lore
Posted: Fri Dec 03, 2010 11:56 am
by Gambit37
I think you should stop giving away spoilers for your dungeon and just go ahead and build it. It's much less fun for players if they know in advance what it's going to contain.
Re: [RTC] Dungeon Lore
Posted: Fri Dec 03, 2010 2:20 pm
by ian_scho
I think Zed is merely bouncing ideas off the forum. It's a long and lonely process being a dungeoneer!
Re: [RTC] Dungeon Lore
Posted: Fri Dec 03, 2010 2:31 pm
by Gambit37
Bouncing ideas is great, but if the stuff Zed just posted is actually what he intends to build, then it does spoil the discovery part of playing his next dungeon. When I put ideas on the forum about stuff I might do in my own games, I always keep them a bit vague and non-specific. I just think it's better for the player if they don't know too much up front... *shrug*.
Re: [RTC] Dungeon Lore
Posted: Thu Dec 09, 2010 12:07 pm
by Zed5Duke
I dont think its spoiling, game will be very different so players will dont expect some possibilities, and will never use them. For example eat salt fish will cause strong dehydration which may kill player, and he will just think that is poisoned food which should avoid, but he can wash fish in fountain to become eadible (am already use this feature) So i will give full "survival instruction" in text file, ok some players may experiment and dont read it (but am not sure they fill find all options because some could be weird)
Re: [RTC] Dungeon Lore
Posted: Fri Dec 10, 2010 8:58 am
by Chaos-Shaman
i think restricted runes are a good idea, you reach a new part of the dungeon, you just have to cough up your book at that point, your choice of getting it back later, and there are some points you don't want the player to use spells, light spells especially. having all the spells in the beginning is ok if your new to DM, and don't know them yet. i remember spending an afternoon finding all the spells, still didn't know what they were all used for, but seeing your characters advance in levels was thrilling.
good luck zed5duke, we'll be here waiting to try it out.