[WIP] The Bandit Lord's Legacy

BenB
Posts: 155
Joined: Sat Feb 02, 2013 9:32 pm

Re: [WIP] The Bandit Lord's Key - Changing Worlds

Post by BenB » Mon Nov 11, 2013 9:29 am

Often, those we love remind us of details when on quests to change
worlds we go. My wife is very simple and very loving. She sees like a
child and is not afraid to stand up and shout at a big old scary dog.
Especially when she has a good point, which she usually does.

She suggests these bandit quests may also be converted over to avoid
theft from players. Her idea is to have treasure chests all over, that
thieves would try unlocking. These chests could be locked with puzzle
locks which increase in difficulty.

She read over my idea for a quest & did not feel keen on the idea of
theft from others. Her method could work as effectively, yet would
lean toward less for GM interactivity & less player interactivity,
engagement. Then aside from a full out client rewrite, I see no way to
offer players a choice of invoking the thieving or not in game. Her way
allows for more choice and ultimately it is about granting choice.

Now, I need to work upon how to go from treasure chests to building
rafts. *chuckles* I'll get it figured out. Already have a few different
ideas.

pyndragon
Posts: 280
Joined: Wed Nov 28, 2012 2:34 pm
Location: Midwestern United States

Re: [WIP] The Bandit Lord's Key

Post by pyndragon » Mon Nov 11, 2013 5:52 pm

You definitely have some beautiful ideas here. I must say though, that your wife is right -- allowing theft would pretty much require re-writing both the server and the client. Which is a task that is not really on the agenda, though I'd love to do it. Looking forward to seeing the rest of the story!
~ Previous LoF Developer ~

BenB
Posts: 155
Joined: Sat Feb 02, 2013 9:32 pm

Re: [WIP] The Bandit Lord's Key

Post by BenB » Tue Nov 12, 2013 10:36 am

pyndragon wrote:You definitely have some beautiful ideas here. I must say though, that your wife is right -- allowing theft would pretty much require re-writing both the server and the client. Which is a task that is not really on the agenda, though I'd love to do it. Looking forward to seeing the rest of the story!
Thank you for seeing the beauty of these ideas. Hopefully, others may as well.
I understand the process of converting story to script is gradual.

I may do some more work privately on this until about April of next year. Maybe by
then this starting point can have found some purchase in game. I have faith in
scripters to create simple dialog & set reasonable rates to the variables.

I'm working on the skeleton, coders can add the nerves. :) Graphics folks can help
add flesh. Of course, as my wife suggests, I'll "flesh out" the story more.

Not sure it has an ending, rather opens up further need for someone else to
continue writing. Which is how see this whole story/game. I may suggest we
have characters die, finally, in game.

This final death may come from a few different factors, old age in game and natural
passing, character afflicted with terminal condition and natural passing, character
killed by occupational hazard. The player can then use a "birthed" character in his character's
family or start with a fresh character, again. This will depend upon the player's choices.

Our world gives us limited immortality, unless we do something truly epic. Or we may
have a sacred and secreted elixir of life. ;) Not sure yet, so many possibilities ...

BenB
Posts: 155
Joined: Sat Feb 02, 2013 9:32 pm

Re: [WIP] The Bandit Lord's Legacy - Two Sub Quests Focused

Post by BenB » Sat Nov 16, 2013 5:56 am

Tent Crafting

NPC: Murphie Gender: Female
Location: 005-1.gat (109,69) Facing: 4

Murphie a liberator of the players. She gives them an ability to
explorer further abroad without as much reliance on towns. She may
harbor a tint of French revolutionary as such.

* Here we may come to draw upon Murpie's Furts as an expression of
sales. Murphie's Yurts her sign reads. Players all too soon realize
Murphie is odorous. Thus, we have a sense of freeing up players at the
expense of an NPC's foul perfumes. And so is spawned the Murfulfurt
Liberation Front, a small party dedicated to liberating players through
puns.

Have players return right at time for level five in this focus skill
to learn of yurt crafting.

"Ze tent she be nice, but you wantz ze yurt. Wit it youze can be
saved. Now, you go. I teach zis to you later ..."

To craft a tent *optional (Focus lvl 1-4) (includes storage locker)
Availability time: 1 hour
Weight: 2 kg

10 wolvern pelts - 15 squirrel pelts - 2 logs

To craft a yurt *optional (Focus lvl 5-9)
Availability time: 3 hours
Weight: 4.5 kg

20 wolvern pelts - 30 squirrel pelts - 10 logs - 20 reeds
(includes storage locker and soul menhir)

Limit to carrying 2 tents OR 1 yurt in inventory at one time.
Not limited in storage.
Tents and yurts are single slot item.

~ AND ~

Raft Crafting

NPC Tom Gender: Male

Tom as in Tom Sawyer by Mark Twain. Dialog needs to be zesty, cunning.

Tom teaches raft crafting in three levels. Players return to him once
skill points reach point for next level. In example:

I just knowed waiting here long enough, bring adventurers to wander
any way they can. Well, reckon I could teach you to make a simple raft.
I need ten logs, seventy five pelts from pesky squirrel.

Once this simple raft is learned:

Alright, now you can run the rivers a bit. To hone your water faring
up you come see me to learn to build a more robust raft. You'll know
the time when right before your focus level on this skill goes to five.
That's when, ...

Once the raft with sail is learned:

Oh man, you sure fire might be ready to troll the shallows of that big
ocean, or take hold of a lake. You might to think such a raft be the
best. You come see old Tom, right before you reach level nine, be
schooled different like, ...

Location: 011-6.gat (172,250) Facing: 4

To make a raft (Focus lvl 1-4)
Availability: 3 uses
Weight: 4 kg

10 logs - 75 squirrel pelts

To make a raft w/sail (Focus lvl 5-8)
Availability: 8 uses
Weight: 4.5 kg

11 logs - 100 squirrel pelts - 2 canvas sheets

To make a raft w/sail & pontoons (Focus lvl 9)
Availability: Indefinite
Weight: 5 kg

13 logs - 115 squirrel pelts - 2 canvas sheets


To make canvas sheets
See spinster in Tulimshir

50 fluffie furs - 3 iron potions

Limited to 1 raft of any kind in inventory.
Single slot item.
Last edited by BenB on Sat Nov 16, 2013 11:11 am, edited 1 time in total.

BenB
Posts: 155
Joined: Sat Feb 02, 2013 9:32 pm

Re: [WIP] The Bandit Lord's Legacy

Post by BenB » Sat Nov 16, 2013 11:11 am

The use of canvas sheets as sails could later "fall into" use for
tent and yurt crafting, instead of wolvern pelts. Hope this can
reveal a gradual progression of technology, skill. The sinew
used as raft lashing & rigging works as tent line. Maybe it
gets picked up by Lora Tay to weave illustrious gowns,
tuxedoes. Or doctors could use it as stitching for wounded.

BenB
Posts: 155
Joined: Sat Feb 02, 2013 9:32 pm

[CPT & WIP] BLLQ_Ferris'_Chests_Of_Furtune

Post by BenB » Mon Nov 18, 2013 2:08 pm

The Bandit Lord Legacy Quest

[CPT & WIP] - BLLQ_Ferris' Chests of Fortune

Mon 18 Nov 2013 02:05:44 PM EST

The bandit lord is a feared nemesis to all goodly people of the Mana
World. He has amassed an empire via using a private army of thieves and
thugs. This was until noble adventurers came into the world, slaying him
and setting everything right.

Or, was he indeed slain? It seems a Bandit Lord remains a persistent
threat of the good folks. It seems no shortage of thieving recruits
exist for enlisting in his army.

Enlistment is an easy process. Players only need to take advantage of
treasure chests offered in the three villages of Tulimshar, Hurnscald,
Nivalis. They will register with Lucas in Thulimshar to participate.

Ferris' Chests of Fortune

Ferris is the Bandit Lord's recruiter. He sets up three treasure chests
in each village. Players are allowed to tempt fates, pick a chest for a
one in three shot at an instant prize.

<Central Tulimshar Sewers>,<31>,<50>,<2>|script|<Ferris>|<sprite
id>,{<code>}

<Hurnscald Cave>,<171>,<27>,<6>|script|<Ferris>|<sprite
id>,{<code>}

<Ice Cave>,<110>,<25>,<4>|script|<Ferris>|<sprite
id>,{<code>}

Ferris takes 5 gp from each player to cover his costs for prizes
awarded. A treasure chest may contain a prize valued up to 500 gp as an
instant win. A chest may also offer a player a puzzle lock to open. A
chest may also simply be a dud chest offering at most 5 gp.

The puzzle lock chests will test players skills in theft. Each puzzle
completed offers thief points. Each puzzle will cumulatively increase in
difficulty.

Thief points are logged by Ferris, whom reports them to Luca. As
players progress in solving puzzle locks, their rank as thieves
increases. Levels one through three in the thieving arts get the title
of pickpockets.

Levels four through six are thugs. Levels seven and eight are bandits.
At level nine a thief may don the title of Bandit Lord.

Theft is a focusing skill. All players may still access basic raft
crafting and rafting.

Revision: Forgot to list the other two points where NPC would host.
Put them in. Also, scripting folk and coders may wish to talk to player
character Akiko to explore another way this could be created. Or Akiko
is free to reply with alternate suggestions here.

BenB
Posts: 155
Joined: Sat Feb 02, 2013 9:32 pm

Re: [WIP] The Bandit Lord's Legacy - Choices

Post by BenB » Wed Dec 04, 2013 8:05 am

Apologies, I am further declining to attempt content development. Recent
events have developed in a way as to display the state of content
development. I am not keen to be part of the seemingly chosen path which
is being projected.

I have discussed this issue before, it is as I have inferred, a singular
party is saddled with the responsibility. This can even be done if the
party is unwitting, unable, unready. It seems that working as a team is
not understood or desired.

Such being the case, I'll just avoid the stress & hassle. Thanks.

And prior to any saying Pyndragon had no choice in having
been banned by his school, yes, he did. It was his choice to
have been in game enough it botched his academics enough
to have drawn notice.

It was also Bill's choice to shuffle the Christmas quest responsibility
unto me alone. Ergo, my choice as stated above. Pihro is correct,
there are no teams. I thought we managed to change that. Not
a mistake I'll make again.

I can not code up any quest, i do not code. I do not do
graphics. I think up story ideas, quest ideas. Now, that
resource is gone.

pyndragon
Posts: 280
Joined: Wed Nov 28, 2012 2:34 pm
Location: Midwestern United States

Re: [WIP] The Bandit Lord's Legacy

Post by pyndragon » Thu Dec 05, 2013 1:29 pm

It appears that I have been mis-understood. Online games are just simply not allowed, along with quite a few other things online. I'm headed towards a GPA in the 3.5-4.0 range, and just found that I don't have to take the final in one of my classes due to how high my grade is.
~ Previous LoF Developer ~

vanmier
Posts: 13
Joined: Mon Nov 11, 2013 2:19 pm

Re: [WIP] The Bandit Lord's Legacy

Post by vanmier » Sat Dec 07, 2013 11:58 am

Off topic I know, but... Congrats on your grades Pyn! :) We miss seeing you in-game. Good luck with your finals! :) :) :)

BenB
Posts: 155
Joined: Sat Feb 02, 2013 9:32 pm

Re: [WIP] The Bandit Lord's Legacy

Post by BenB » Sun Dec 08, 2013 2:41 am

vanmier wrote:Off topic I know, but... Congrats on your grades Pyn! :) We miss seeing you in-game. Good luck with your finals! :) :) :)
I agree & am happy he is doing well. :) I genuinely am. I truly
understand, too. Maybe, if I did not understand it would be easier to
understand.

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