Lessons from Shattered Gates from Slaughtergarde development

Discussion in 'General Modification' started by anatoliy, May 6, 2021.

Remove all ads!
  1. anatoliy

    anatoliy Established Member

    Joined:
    Feb 18, 2017
    Messages:
    635
    Likes Received:
    211
    Hi

    SGoS was my first completed printed Adventure implementation on ToEE and T+ engine. I did it mostly for myself (yeah, I said it). To proof I can do it. Also for anyone interested in combat adventure.

    First conclusion from module development is that I have zero competence in dialog creation. Thank God grand master @Shiningted stepped in and gave his incredible performance. Dialogs he crafted are incredible. Thank you a lot @Shiningted !!!

    Next that Level Scaling is needed very much. And not because of some erratic "fairness" - that's silly. But because I truly think that good balance, e.g. - having several easy encounters and a few challenging grants the best game satisfaction there is.

    Resting should be rare commodity and return after sleep should be penalized in some ways. Welcoming party patrol or full respawn without experience feels reasonable to me.

    Loot should be as designed in D&D Dungeon Master per Level but for 4 PC only. Meaning 5 PC would have less money and experience.

    Monsters should be tougher for their CR than as designed in Monster Manual. In fact one of the reasons to create this Adventure was to check if CR is balanced in MM. My conclusion - it is not. Monsters need more AC, more HP, and more attack. Damage should stay as is, maybe increased a little.

    Level design should have places of much bigger difficulty to have a Player need to come back later.

    At any given time there should always be clear active quest. Or to have some NPC to ask, or simply use Commune spell or Augury. Also talking to dead foe NPC is nice idea.

    World lore should be accessible via Books (with dialog maybe).

    For example the first quest in the SGoS is to restore stolen Barrel of Spice from goblin bandits. So first sub-quest would be "Find stolen Barrel of Spice" which would end when Barrel would be received. Then new quest would be spawned: "Return Barrel of Spice to XYZ". Also during browsing of the dungeon one quest would be "Find out more about mysterious ruins in the town" and other "Find out more about mysterious map found in XYZ dungeon in the town".

    In other words - narration is needed.

    NPCs need voice and emotions to have impact on a Player. Unfortunately it is incredibly difficult task.

    Sometimes reward should be postponed in time. Meaning - choices matter.

    Some dialog options should decrease NPC attitudes substantially. So avoidance of such is needed. E.G. - it is sometimes smarter not to tell, than to tell.

    Blunt direct attack on a Castle should result into incredibly difficult task. Smart approach should be searched.

    Give Rogue something to do in a settlement - steal and rob. But guards should ask you about it and you either repay or bluff.
     
    Kriegdoom likes this.
  2. FDR4PREZ

    FDR4PREZ Established Member

    Joined:
    Apr 10, 2007
    Messages:
    565
    Likes Received:
    82
    Thanks.

    Being a DM and content creator is tough work. Something I could never do.

    As you pointed out, working as a team with others is great help. Especially working with the great guys here.

    On a side note:
    I always play with the sound turned off, so this is by far the lowest thing on my "must have list", but even the dialog text has its own voice and emotion, too.
     
    anatoliy likes this.
  3. anatoliy

    anatoliy Established Member

    Joined:
    Feb 18, 2017
    Messages:
    635
    Likes Received:
    211
    Yes, you are right.

    I should also mention @Sitra Achara, who patiently reviewed and approved quite a few changes to T+, created module based T+ configuration for new Adventures, rewrote skills draw and more. And also directly impacted the Adventure by creating a Dragon mesh. Thank you Sir!!

    @_doug_ did many great things as well, especially expanding features in T+ helping me with difficult areas and giving practical opinions.

    And you @FDR4PREZ did great job of taking time and effort to QA the game and report it to us. Thanks to you the Adventure has much less bugs.

    Thank you guys!!!
     
    rojay, FDR4PREZ and Sitra Achara like this.
  4. Sitra Achara

    Sitra Achara Senior Member

    Joined:
    Sep 1, 2003
    Messages:
    3,652
    Likes Received:
    552
    It's a real treat seeing all the new modding activity, bringing new life to this dinosaur engine. Even @dolio has recently activated his contingency, soon bringing Enervation and Energy Drain to a Temple near you
     
    Kriegdoom, anatoliy and Pygmy like this.
  5. Shiningted

    Shiningted The Thunder of Justice Administrator

    Joined:
    Oct 23, 2004
    Messages:
    12,803
    Likes Received:
    409
    Quite agree with every one of your points.
    Breaking up quests like this for 'narration' purposes is a particularly interesting idea :)
     
    anatoliy likes this.
  6. Danny the lazy Paladin

    Danny the lazy Paladin Member

    Joined:
    Oct 18, 2017
    Messages:
    12
    Likes Received:
    2
    hello, I'm comeback to Toee and realized I downloaded but never played this lovely mod. I have just completed the First dungeon and thoroughly enjoyed it. It made me think of creative solutions to encounters. such as putting the green bug thing to sleep and coup d'etat it's head off. Also I'm not sure if this was a bug but when I fought the red hell hound he "got stuck" and only turned towards me. I was able to pelt him with arrows and avoid a melee.

    Having read your post I agree, World building is a massive undertaking, "coding you own Hommlet" with 15+ quests easier said then done. Especially when you have to take into account off the skills that makes solving the quests possible.
    I'd be willing to record some dialog and be a merchant or something if you ever make a new module or expand this one or help with the keep on the borderlands.

    My dad and I truly appreciate all the work you put into this module as my dad has wanted new content for Toee forever, its such a good template to build upon.

    The only question I have is, is there a "wiki" or information about this mod that I could use to make more informed decisions, such as what to buy at the market or is it worth buying things at the market.
     
    rojay likes this.
  7. Basil the Timid

    Basil the Timid Dont Mention the War

    Joined:
    May 19, 2008
    Messages:
    1,190
    Likes Received:
    10
    I am amazed by the totally different feel of the adventure - ranging from playing on a grid map (useful for skirmish) like I would with PnP to room descriptions on entry. I only played the first three encounters against the hobgoblin guards and some goblins. I sent the scout sneaking in, but the hobgoblin guard room appeared empty until - suddenly - the text and hobgoblins appeared simultaneously. I was trying to get the jump on the guards but, instead, they got the jump on me. I could see that their archer was ghostly "hidden" which I never saw in ToEE, but were the guards actively hiding? Is the idea that they made a listen check and ambushed my party? How are my party's spot checks working with this and even the next encounter where the 3 goblins in the corner are hiding in piles of stuff? This felt like a good ambush. But then when going down the left hall and encountering the two tougher goblins, I saw nothing until the dialog popped up, so it seems like this is the norm. In my humble opinion, this approach is great for ambushes, but is every encounter intended to be an ambush? Using sneak seems to disrupt the dialog box from happening, and it also seems to prevent the character from seeing the enemy.

    Very enjoyable new experience. Belated thank you!
     
Our Host!