Mini Adventures

What about Vonotar?

His escape to Kalte could provide enough material for a mini-adventure in book 3. Besides, it would be refreshing to play an evil character in Magnamund. :twisted:
 
Planned out so far are Loi-Kymar for book 3, Captain D'Val for book 4 and Tipasa the Wanderer for book 5. When I get a spare five minutes I'll try and nail down the rest...
 
Mongoose Chris said:
Planned out so far are Loi-Kymar for book 3, Captain D'Val for book 4 and Tipasa the Wanderer for book 5. When I get a spare five minutes I'll try and nail down the rest...

Tipasa the Wanderer should be fun :). I had a nice little dwarf sub adventure idea involving underground hazards but never developed it enough to bother submitting anything. There was a nice little plot involving trying to deliver an important message 'though so it could've been fun.
 
Balgin Stondraeg:( I was really hoping to see more of Irian said:
The most hazardous job (Unless you are a Giak?) in Magnamund must be being a guide/companion to LW. The body count is horrific.
 
True Bull said:
Balgin Stondraeg:( I was really hoping to see more of Irian said:
The most hazardous job (Unless you are a Giak?) in Magnamund must be being a guide/companion to LW. The body count is horrific.

Someone actualy worked out the number of horses that he rides that all die. It's shocking compared to the fallen companions :p.
 
any chance of getting to play a bad guy? Vonotaur would have been badass... maybe you could do him in a later book, hint hint.. (don't want to spoil it for new readers) :D
 
And, as an afterthought, it would be interesting to play as Lone Wolf, Supreme Master in the mini-adventures for the New Order series ;)
 
Eternalknight said:
And, as an afterthought, it would be interesting to play as Lone Wolf, Supreme Master in the mini-adventures for the New Order series ;)

There are rumors that we will be playing Lone Wolf again, but not in a mini-adventure... :wink:
 
BlackCat said:
There are rumors that we will be playing Lone Wolf again, but not in a mini-adventure... :wink:

What, you mean in book 4 onwards? =P

Further to earlier comments, Paido's pretty much guaranteed as soon as I find a convenient place to slot him in. Vakeros are my favourites.
 
So what kind of abilities does Rhygar get? Lone Wolf gets Kai disciplines, Banedon getsz his spells (as shown in the Banedon mini advaneture in the old companion)?

I'm guessing as Rhygar players only roll for skill, stamina. Maybe get something like weaponmastery with a sword or something...

This could be a big hint on how mundane characters will be handled in the new rpg...
 
Rhygar get nine improvements to combat skill and damage against oponents and objects. Good enough for a simple rpg IMO, particularly if you factor in equipment etc. Without expansion the rpg will only be good for a few adventures unless you really clamp down on advances. That said it will be a great pick up game and I can see it being played a lot by busy GMs and palyers.

For book 6 I would really like to be able to play the mercenary captain he was just so cool in the fight on the river boat. It would be good to do some military comand stuff as LW does in chasm of doom and dungeons of torgar.
 
Nine improvements, thats quite a lot.

I agree with WinterWolf, the rpg will be popular as a pickup game...but I would like it if they handled it as any other rpg with full blown rules for advancements. Like the d20 version.

Even with what little we know, its pretty obvious there will be some sort of advancement that could last a group through an entire campaign; just look at Kai Lords. They have 20 disciplines (up until magnakai mastery). Thats around 20 'levels' of advancement right there, on average that will take a group 20 sessions to complete. For groups who clamp down, it could be as high as 40 sessions, or as low as 10 sessions for groups who either start at a higher level or advance faster.

I just hope they find a way to keep characters from becomeing invulnerable at higher levels; that was an issue with the old Dungeoneer Fighting Fantasy rpg. Higher level characters could only get hit by crits from your average goblin. In LoneWolf gamebooks even the Grandmaster Lonewolf was still killed by a single arrow.

I hope they cap the amount by which skill and stamina can advance, that should help in pc's not becoming invunerable at higher levels. Some method of allowing bunches of mooks to get bonuses for flanking and numbers (say, perhaps as a penalty to the combat skill of the victim they are attacking) can help in this regard as well. As far as I recall, Lonewolf's skill and stamina remained the same throughout the first 5 books (kai mastery levels, i.e. first 10 levels) and then for the next 10 books (magnakai levels). Only things such as weaponmastery, equipment and potions helped to increase skill/stamina.

Also, I urge to keep the Grandmastery level disciplines for an expansion in the new rpg. That should also make more room for many charcter types such as Kai, Vakeros, Brother of the Crystal Star, Shianti, Dessi, Mercenaries, etc.

I hope some dev can stop by and shed some light here; we've been waiting for what, 7 months now for some news? :)

[/b]
 
Nine improvements, thats quite a lot.

I agree with WinterWolf, the rpg will be popular as a pickup game...but I would like it if they handled it as any other rpg with full blown rules for advancements. Like the d20 version.

Even with what little we know, its pretty obvious there will be some sort of advancement that could last a group through an entire campaign; just look at Kai Lords. They have 20 disciplines (up until magnakai mastery). Thats around 20 'levels' of advancement right there, on average that will take a group 20 sessions to complete. For groups who clamp down, it could be as high as 40 sessions, or as low as 10 sessions for groups who either start at a higher level or advance faster.

I just hope they find a way to keep characters from becomeing invulnerable at higher levels; that was an issue with the old Dungeoneer Fighting Fantasy rpg. Higher level characters could only get hit by crits from your average goblin. In LoneWolf gamebooks even the Grandmaster Lonewolf was still killed by a single arrow.

I hope they cap the amount by which skill and stamina can advance, that should help in pc's not becoming invunerable at higher levels. Some method of allowing bunches of mooks to get bonuses for flanking and numbers (say, perhaps as a penalty to the combat skill of the victim they are attacking) can help in this regard as well. As far as I recall, Lonewolf's skill and stamina remained the same throughout the first 5 books (kai mastery levels, i.e. first 10 levels) and then for the next 10 books (magnakai levels). Only things such as weaponmastery, equipment and potions helped to increase skill/stamina.

Also, I urge to keep the Grandmastery level disciplines for an expansion in the new rpg. That should also make more room for many charcter types such as Kai, Vakeros, Brother of the Crystal Star, Shianti, Dessi, Mercenaries, etc.

I hope some dev can stop by and shed some light here; we've been waiting for what, 7 months now for some news? :)
 
Xex said:
Nine improvements, thats quite a lot.

Nine to chose from, only allowed to pick 5. And on top of that, the 9 abilities are layered (so it's only 3 abilities at levels 1-3). So you're basicaly splitting five levels between three skills.

He gets an armour ability (damage reduction), a smashing ability (destroying objects) and a fighting ability (fighting creatures & people).

Dungeoneer did have a broken skills system. By simply adding specialist points to the core skill (but not similarly upgrading the monsters) the characters were all rediculously overpowered after a few games. The advancement rate in Advanced Fighting Fantasy (AFF) was way too fast too.
 
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