Author Topic: PREVIEW: The Case of the Stolen Masterpiece  (Read 8239 times)

Offline manikus

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Re: PREVIEW: The Case of the Stolen Masterpiece
« Reply #105 on: July 16, 2016, 02:23:04 PM »
Perhaps it is the OCD side of my personality, but I find that I get as much enjoyment out of organizing my files as I do creating art at time. :D

Offline Dinonykos

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Re: PREVIEW: The Case of the Stolen Masterpiece
« Reply #106 on: July 18, 2016, 03:28:02 AM »
Yet, you (and Dinonykos) manage to get so much done, anyway!
Are you guys random, creative types?  Or orderly management types?  :D

Concerning finishing designs, I think the key is to set oneself borders:
  • Keep background stories short, or split them in chapters.
  • Keep levels and the whole design as small as it is possible as long as it fits the story - my impression is that most of forum members do not have time to play long designs anyway.
  • Use art/music effectively - for those of us who do art themselves, it is very seducing to do more and more pictures/music and drift off from the main designing process. Stop doing art at a certain point!
  • Do not get lost in FRUA's and particularly DC's great possibilities to do complex things.

And I think it is very good to do short, yet playable designs to test things - of course this is useful for "bug hunting", but also to see if certain approaches would work for larger designs. E.g., the approach of moving NPC walls I used in "Snow Tigress" is much too complex, even with DC 2.x's new possibilities, to be used in an epic adventure...
« Last Edit: July 19, 2016, 02:34:31 AM by Dinonykos »
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Offline manikus

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Re: PREVIEW: The Case of the Stolen Masterpiece
« Reply #107 on: July 18, 2016, 01:16:11 PM »
Yet, you (and Dinonykos) manage to get so much done, anyway!
Are you guys random, creative types?  Or orderly management types?  :D

Concerning finishing designs, I think the key to set oneself borders:
  • Keep background stories short, or split them in chapters.
  • Keep levels and the whole design as small as it is possible as long as it fits the story - my impression is that most of forum members do not have time to play long designs anyway.
  • Use art/music effectively - for those of us who do art themselves, it is very seducing to do more and more pictures/music and drift off from the main designing process. Stop doing art at a certain point!
  • Do not get lost in FRUA's and particularly DC's great possibilities to do complex things.

And I think it is very good to do short, yet playable designs to test things - of course this is useful for "bug hunting", but also to see if certain approaches would work for larger designs. E.g., the approach of moving NPC walls I used in "Snow Tigress" is much too complex, even with DC 2.x's new possibilities, to be used in an epic adventure...

I know this is general commentary, but I felt as if you wrote this DIRECTLY to me. ;) Of course, I actually do create tons of mini-mods to test features and bug hunt. And lately a lot of the bugs are being found from my work on my Superhero project.

I agree with all of your points. I think we can and should still do epic designs, but they can be done in chapters - which make them manageable for the designer and the player.

Offline Dinonykos

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Re: PREVIEW: The Case of the Stolen Masterpiece
« Reply #108 on: July 19, 2016, 02:53:15 AM »
I should add that I am well-aware that many FRUA veterans have come to similar conclusions decades ago... :) The fact that FRUA has not as many possibilities as DC may in some way be beneficial.
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Offline Paul R. Stevens

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Re: PREVIEW: The Case of the Stolen Masterpiece
« Reply #109 on: July 19, 2016, 09:04:18 AM »
Quote
The fact that FRUA has not as many possibilities as DC may in some way be beneficial.

Be careful what you ask for.  You might get it.

Offline manikus

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Re: PREVIEW: The Case of the Stolen Masterpiece
« Reply #110 on: July 19, 2016, 12:51:26 PM »
Quote
The fact that FRUA has not as many possibilities as DC may in some way be beneficial.

Be careful what you ask for.  You might get it.

:D As I readhis post, I could hear you saying that, Paul. :D

Offline Dinonykos

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Re: PREVIEW: The Case of the Stolen Masterpiece
« Reply #111 on: July 20, 2016, 01:56:35 AM »
 :o I am sure I will be able to work with DC even if it has many more options than FRUA...  ;D
Find four contributions to the Pre-Generated Character Mini-Module Design Contest on my homepage.
New: THE AMBASSADOR'S LETTER, my contribution to the 7-day-challenge.
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Offline SilentThief

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Re: PREVIEW: The Case of the Stolen Masterpiece
« Reply #112 on: July 20, 2016, 11:36:21 PM »
Quote
The fact that FRUA has not as many possibilities as DC may in some way be beneficial.

Be careful what you ask for.  You might get it.

while we do not want to move backwards, for less options; I think that this is the kind of thing that is being referred to (from this --> https://en.wikipedia.org/wiki/Halo_2600 where they made a halo game for the atari 2600 :o)

"The Atari 2600 had such limited RAM, only 128 bytes, that drawing Master Chief was difficult, and creating a game with other characters was even more so.[8] Fries later stated that making the game taught him that constraint is sometimes a fuel for creativity."

---

We are thankful for the patience you have put into DC, and would not want to revert to less options

ST the halo fan

Offline manikus

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Re: PREVIEW: The Case of the Stolen Masterpiece
« Reply #113 on: July 21, 2016, 01:04:05 PM »
This design is called "The Case of the Stolen Masterpiece" - are there any masterpieces shown in it? :D I am mostly curious to find out what you think a masterpiece in a traditional Dungeons & Dragons setting would look like. Many masterpieces in the real world are religiously themed. Do you think this would be true in a fantasy world with multiple deities?
[I mean for the "you" to apply to Dinonykos of course, but really for everyone reading the thread]

Offline Dinonykos

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Re: PREVIEW: The Case of the Stolen Masterpiece
« Reply #114 on: July 21, 2016, 03:26:40 PM »
It's the crown shown in reply 31 of this thread.
You know I am not a D&D expert. My idea was that an object done by seven dwarves as a present to an elf king to improve diplomatic relationships MUST be a masterpiece.
Find four contributions to the Pre-Generated Character Mini-Module Design Contest on my homepage.
New: THE AMBASSADOR'S LETTER, my contribution to the 7-day-challenge.
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Offline manikus

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Re: PREVIEW: The Case of the Stolen Masterpiece
« Reply #115 on: July 21, 2016, 03:59:14 PM »
It's the crown shown in reply 31 of this thread.
You know I am not a D&D expert. My idea was that an object done by seven dwarves as a present to an elf king to improve diplomatic relationships MUST be a masterpiece.

I saw the crown, but my brain read "masterpiece" and told me "painting". :D
Certainly you are correct that the crown would count as a masterpiece. I would think that any piece of art (and some craft items) created by master artisans who put in a special effort (more time or more inspiration, etc) would qualify.

Even not knowing a lot (or even anything) about AD&D, as a designer, you likely have some idea of what kinds of things would be masterpieces. I'm just curioius about an artistic persons take on art. :D

Offline Uatu

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Re: PREVIEW: The Case of the Stolen Masterpiece
« Reply #116 on: July 22, 2016, 11:56:11 AM »
Yet, you (and Dinonykos) manage to get so much done, anyway!
Are you guys random, creative types?  Or orderly management types?  :D

Concerning finishing designs, I think the key is to set oneself borders:
  • Keep background stories short, or split them in chapters.
  • Keep levels and the whole design as small as it is possible as long as it fits the story - my impression is that most of forum members do not have time to play long designs anyway.
  • Use art/music effectively - for those of us who do art themselves, it is very seducing to do more and more pictures/music and drift off from the main designing process. Stop doing art at a certain point!
  • Do not get lost in FRUA's and particularly DC's great possibilities to do complex things.

And I think it is very good to do short, yet playable designs to test things - of course this is useful for "bug hunting", but also to see if certain approaches would work for larger designs. E.g., the approach of moving NPC walls I used in "Snow Tigress" is much too complex, even with DC 2.x's new possibilities, to be used in an epic adventure...

Lots of good advice there, especially for people like me!  Manikus definitely gets a lot more done than I do!  (Organizing and such may help out after all!)
More Dungeon Craft Art at my Web Page: http://dhost.info/uatu

Offline manikus

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Re: PREVIEW: The Case of the Stolen Masterpiece
« Reply #117 on: July 22, 2016, 01:23:50 PM »
I often think that organizing files is my number one hobby, and occasionally some DC stuff or art gets done as a side-effect.

Offline Uatu

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Re: PREVIEW: The Case of the Stolen Masterpiece
« Reply #118 on: July 25, 2016, 07:14:37 AM »
Ha ha...  :D
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Offline Dinonykos

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Re: PREVIEW: The Case of the Stolen Masterpiece
« Reply #119 on: December 18, 2016, 10:52:34 AM »
As I posted in the other thread concerning the contest, this design can now be downloaded from my homepage. I followed Steve's advice and did not make scenarios for all 10 possible culprits, but I won't tell who can be excluded... :D
Find four contributions to the Pre-Generated Character Mini-Module Design Contest on my homepage.
New: THE AMBASSADOR'S LETTER, my contribution to the 7-day-challenge.
DINONYKOS DUNGEON CRAFT DESIGN HOMEPAGE

 

anything