I can't remember where I saw it, but somewhere I read that some came with B1, and others came with B2. And I liked B1. Lots of combat, little talk. Perfect for a 14 year old.
What I didn't like was randomly generating X monster has Y treasure, and repeating this process for a lot of rooms! One room is full of skeletons, the next a handful of goblins....ad infinitum - ad nauseum. Not a very cohesive adventure. All my campaigns start with B2 now, or something I make up.
Yeah...during those days, computers weren't even around in the sense you're familiar with. The PC was being built in someone's garage. "Computer Science" class consisted of marking cards by pencil with commands; they got fed into a reader. Playing games was a dream of the future. I'm talking about randomly generated from a list in the module using dice. Same for the treasure.
I thought we pucnhed holes in the cards, not marked on them with pencil? Although I'm sure both varieties existed. And hey. I STILL generate treasure and bad guys with dice (hey, it's fun) for various tabletop games I still play with my mates.
Of course. But in this module, EVERY flippin' room was that way. Blech. In my modules, that was for things I didn't specifically create, such as random encounters with another party. I like to know who's got what well in advance, and believe me...they use it. Hmmm....maybe I'll post one here someday for all to enjoy. Anyone up for some PnP? I got a high level Greyhawk module ready for the scanner...
About the logistics issue of actually switching between modules... I mean Ted has re-used ToEE map numbers for KotB to make use of the worldmap already, the same would have to be done for the QotS series as adding buttons to the worldmap is only posible with a .dll hack and Ted found the highest map number that will work in game already. Here's a possible solution however, the shopmap could be used as an in between map. all modules must start and finish with the shopmap, a script would have to be written to clear all global flags and variables the PC's have, remove module specific items that don't appear in the later modules, all modules MUST have the same number of maps (even if some maps are unused - this to to ensure saves can be switched between modules without them appearing corrupted to the game), and dismiss any NPC's the group still has before starting the next module, when switching between modules you MUST save your game on the shopmap so you can move the saved game safely. What do you guy's think? Overly complicated - perhaps, but the PC's would be able to keep equipment they have already aquired.
Hmmm. Well, I'm really rooting for portability. If that's the best way we can manage it, then by all means, though finding a simpler and more "user-proof" method would be desirable. (Yes, I've been having trouble with clients whose issues are PBKAC, could you tell?) @Spike: I'm all over that, unless of course it's that abomination "Vecna Lives!" (which sadly I bought...) *shudder* --Blair "What do you mean, he kills everyone during Time Stop?! That's against the rules!" "Technically, it's not against the rules until 3.0."
The script could be written. That sounds like the best way to do it Allyx. It could be user-proofed by automatically taking the party back to the Shopmap at the end of ToEE and having a dialog with someone there explaining what the player needed to do, which would basically be save the game.
I think its a good idea. I would prefer though a 'Questron ending' - players are returned to the shopmap by auto-thingy when an 'endgame' thing triggers, to find a big flashy parade ending, people cheering, scantily clad wenches hang things around their neck, fireworks, a real celebration that marks the fact they have finished the game. In the background, flags are being cleared, inventories dumbed down, npcs disengaged from the party etc. PITA to do, but we are talking a long way off here, and I think it is worth doing because games that 'just end' really annoy me. The endslides in ToEE were good - that stupid cutscene in BG was bad. Anyone who has played Questron will know what I mean.
Yeah, being transported back to common ground makes sense. Definitely prefer the idea of a bit of wrap up upon completion of the module. In my ignorance I kindo of assume that even the save could be handled by a script. Rather than just removing unique numbers, why not use the equivalent of Agetan's front end (with his permission). We now where stat's, inventory, etc. are stored in the save game, if they were written as PC files in the new module folder players could start fresh. No worries about NPCs or anything, clean slate. Although a note to carry reputation over may be a good idea. They could even pick different party members if they wanted but their current PCs would show up as is in the selction screen. I think that keeping the modules seperate would probably save us some headaches in the future. I realize the switching would have to take place after the game closes, but that should be doable. Anyway that's my $0.02. Cuchulainn.
I think, with the PC editor and some of the stuff here at Co8 about the makeup of the PC file and the savegames, that all this is theoretically possible. Just need someone who know what they are doing to put in the hard yards. but there's other stuff to do first
Hmm... equivalent to the Front-End?.. Sorry, I'm afraid I'm not quite sure what exactly you are talking about. Please tell me what that would be, and I'll think about giving a permission (I never give permissions before I know precisely what exactly I'm permitting/prohibiting ) - Agetian
Here's one problem with clearing out folk's inventory between modules. It seriously discourages crafting. Why waste XP that could turn into levels in the next module if your cool magical toys are going to be taken away? (If I misunderstood what you guys mean by "return to common ground", I apologize.)