Update – April 2021

In the past couple months, I’ve mostly made system improvements like classes and flags that record your choices. I’ve also nearly completed a full new module B1, “Down The Rabbit Hole.” This module sets the stage for the Chapter B storyline.

I wanted to finish B1 before uploading a new patch, but life is slamming me right now, and it might be a while.   As usual.  The classes added a lot to the game in terms of helping me develop for multiple character archetypes.

Mainly I wanted to post spring updates, and affirm that I’m still working hard on the game as time permits.

General:

Added save flags for various events in all story modules. Important NPC’s will now remember you and some of your choices in later modules.

Improved next-module signaling to player (which module is next) in the main hub (again.)

Changed isBoss character tag to use “self-affection” instead. This is handled the same way as affection from NPC’s. So you can lose or gain affection for yourself through actions. This is difficult because my interpretation of an action might be very different from the player, and it might be confusing as a system. So I’ll try to make the actions or dialogue options that affect this very clear. (I.e. very self-effacing or very egotistical choices to lose or gain a point.) A high score is interpreted by the game as a boss, an extrovert, a dominant. A low score is interpreted as a submissive, introverted character.

Created a quest map/outline to guide playthrough of the story chapters and game timeline. This is called “The Adventurer’s Guide”, and is linked at the top of the site blog.

Developed a Challenge Roll Helper. This tool allows you to calculate the percent chance of success for a Challenge Roll (CR) during your adventures. It also shows a rudimentary bell curve graph of the results. This was educational even for the developer. The difference between your attribute and the challenge rating is best seen as a percentage difference rather than an arithemetical difference.

Updated and expanded the CR section of the game rules. Translated the CRH tool into Spanish.

Corrected the current core CR algorithm. It was calculating slightly inaccurately due to a rounding issue. Adventurers will now suffer a bit more.

“Scholar” ability was changed to “Sage” ability, for a more wizardly connotation.

“Craftsman” ability was changed to “Science” ability, and then changed to “Engineer” ability, after briefly considering Artificer or Chemist as possibilities. This is meant to be a very useful dungeon skill.

The “Persuasion” diplomacy ability is adjusted to mean more of an agressive sensual persuasion, while other diplomacy abilities are different methods of persuasion. Empathy can be a gentle sensual persuasion.

The “Presence” diplomacy ability was changed to “Nobility.” This is a hint about where Chapter B is going.

Major and Minor courses of study were removed from the game. There is nowhere to display them on the character sheet, and they muddy up calculation of bonuses from gear.

Character classes were added to the game.

These are adventuring templates that encourage a player to roleplay a character. It also greatly increases the weight and engagement in character creation. It also creates structure of different character archetypes to aid in modules development.

I’m not sure I want to call them classes. Your class now appears at the top right of the character sheet, in place of the weak blurb about the lore of the current module. There are two classes with bonuses to Charm, two with Agility, and two with Cunning.

The ‘classes’ are as follows:

Fairy Wizard/Witch:  Charm, Luck, Romance, Empathy

A fairy wizard/witch has an intimate kinship with flowers and nature. Instead of fierce wildness like the druid, you are gentle and open to the magic and wonder of life. You know the source of all life is love.

Bardic Wizard/Witch: Charm, Aesthete, Romance, Persuasion

A bardic wizard/witch is often flamboyant, with a charming smile and wit. You love to travel. You incorporate music, arts, and all things beautiful and aesthetic into your magic.

Hedge Wizard/Witch: Agility, Perception, Ranger, Engineer, Mercantile

A hedge wizard/witch is an eclectic practicioner. You aren’t the best magician, but you have quickness and luck. You are also more skilled in wand-making, traps, gadgets, and potions.

Druidic Wizard/Witch: Agility, Toughness, Ranger, Intimidation

A druidic wizard/witch is at home with the animals, plants, and nature magic. You are a survivalist. You aren’t the best wizard,~witch, but your cat-like agility and bear-like toughness will get you out of many situations.

Fate Wizard/Witch: Cunning, Perception, Psychic, Deception

A fate wizard/witch sees into the weave behind all reality. You can perceive things unseen to most folk, whether those things are material, spiritual, or even evil. Your haunting visions will make you a non-conformist in polite Fey society.

High Wizard/Witch: Cunning, Toughness, Sage, Nobility

A high wizard/witch desires to be the best. They are often highly intelligent and immerse themselves in books and magical theory. They are often courtly wizards/witches of noble birth, but those tend to be cynical egotists.

Module A0:

Fixed access issue to the ‘social visit’ menu.

Made cuts to overlong paragraphs in conversation with Ora.

Updated interface for new classes, removed old lore snippets.

Module A1:

Added character classes/paths/templates to character creation, reduced Charm and Cunning points elsewhere in the module.

Module A2:

Made a substantial pass to update the module to current design standards, also refined paragraphs.
Added more humor. Fixed bugs. Reviewed romantic preferences coding, improved dialog for better roleplay.

Module A3:

Added missing quest completions and rewards.
Added save flags for interactions with Wererat, Glumskayah, Zoinks, and Knocks.

Module A4:

Uploaded two missing scene graphics on live.
More cuts to overlong paragraphs.
Added save flags for interactions with the Serpents, Jeanie, and Connor.

Module A5:

More edits, proofreading, and refining long paragraphs.
Attempts to remove passive dialogue.
Added forest music.
Added missing quest rewards and completions.

Module A6:

Minor edits.
Added save flags for declining to participate in the experiment, sleeping with Connor, sleeping with Maurette.
Increased strength of poison gas.

Module A7:

B1 was moved to be the ending module of Chapter A (creating A7).
Minor edits and proofreading.
Added player choices during stretches with no choices.
Cuts to long paragraphs.
Fixed missing animation.

Module B1:

New module is most completed and now playtesting.  It needs an ending and some fleshing out.  You return for one last time to serve as a rabbit for the Peacock Queen. This time you actually roleplay through making the deliveries. You also help Chary with a personal quest.  This module is possibly the best-written so far in terms of how I want gameplay to go.


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