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Dungeon Craft - Module Previews / Re: Towers of Magic
« Last post by Milos Gulan on Today at 02:00:39 AM »
That is my intention. I am still surprised how you guys are dedicated and quickly fix things for the best.

But You will have to forgive me this time. I have installed DC after I think 2 months pause, and lately after playing 2 adventures with FRUA. I was with mom day before for eye control and later fell asleep and slept too long till 1am and then after I realized I couldn't sleep I started working on my mod and playing it till the morning.

It was just good time and those bugs were minor and I just was in process of creation so I forgot about that I should make pause and document them. Sorry I will try to do better next time because I surely want to see DC working great because I really think highly of it.
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Module Reviews / REVIEW: Oddities
« Last post by Nol Drek on March 25, 2017, 11:14:28 PM »
Oddities is a module created by Two-Bit Termite  ;) for the one-week challenge. This module has a Ravenloft theme to it. There are Gypsies and possibly Vampires. The mod does a great job of setting a mood. It is very atmospheric and the areas are described in a way that uses all five of your senses. Many of the encounters allow you to choose how your party responds, and each of the choices has a chain of dialogue that fits the selected response. It took me about an hour to play the game through the second time (see below).

The module is short, but the combats are very difficult. You are given the option to set the difficulty level at the beginning. I chose "Easy" and still had a Total Party Wipe the first time I tried playing the game. Your party is given magic items which you must use strategically if you want to have any hope of survival. I reloaded, used the magic items carefully, and was able to win my second try on the "Easy" setting.

The art and new music in this module are outstanding. The Ravenloft frame set fits the eerie mood perfectly. I think the always icons are new. The PC and monster icons are of the same high quality that you would expect in a module by this author.  ;) The only negative thing I have to say is that when you create a new PC, the name shows up as black on a black background - so pay attention as you type because you won't be able to see the name on the screen. Really a minor bug, and one that I'm sure this author will be able to fix easily.

If you haven't tried it yet, I highly recommend that you download and play Oddities.
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Module Reviews / Re: REVIEW: The Crumpton Uprising (by Jadefang)
« Last post by Olivier Leroux on March 25, 2017, 10:08:46 PM »
Thank you all for the feedback. I'll be sure to avoid making things like the forest maze in future designs.

A few things that I think might improve such a design:

- The random combat events weren't bad per se, the first two were actually fun. It's only when they started repeating that I lost interest in them. I mean they weren't quite the same, the number of opponents was different, but the text and the species were nothing new anymore, and for me personally that matters more in UA than slight variations in the composition of a combat. In my opinion, random combat is less frustrating, if it doesn't feel that random, if I don't feel that I got unlucky for having to go through another of these familiar events, but feel that I got lucky for stumbling into a new adventure. So make every encounter special and different, with new pictures and/or descriptions, and possibly new, unfamiliar situations, even if triggered randomly. Avoid repetition. It's a bit more work, but also more rewarding for players.

- Making the players find their way through unfamiliar terrain is fine, too, even with the map turned off. But it's more fun if the layout of the dungeon is such that there are more reference points, clear landmarks, and not too many dead ends looking alike.

- The trap/damage events could be replaced by encounters with choices, e.g. describe the impending doom and let the player choose how to try and evade the trap, giving them a chance to avoid harm.

- If the dungeon is bigger, harder to navigate through and/or features several combat events (especially random ones, so that as a designer you don't quite have control over how many of them the players will run into), how about allowing the party to make camp in specific spots, e.g. a clearing or a small cave in a forest? Or maybe you already did that and I just didn't find the spot?
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Module Reviews / Re: REVIEW: The Crumpton Uprising (by Jadefang)
« Last post by Ray on March 25, 2017, 08:59:07 PM »

I very much enjoyed playing the Crumpton Uprising by Jadefang.  As an entry into the seven-day challenge, this game was made under considerable time constraints, but those constraints scarcely show.  Six months from now, when a player unaware of the challenge loads this game and plays through, there will be no sense that it was in any way abbreviated or made under a time crunch.

The story is timely and purposeful, giving the option to play in a hopeful world without ever seeming saccharine or naive.  The story is succinct but covers a great sprawl of the fantasy world in which the game takes place.  It is clear that Jadefang is showing us a small portion of what is happening in this setting, but there is no sense that anything is missing.  Just as those original Ed Greenwood articles in Dragon Magazine gave a taste of his Forgotten Realms but never seemed lacking because of what wasn't included.  We just knew that there was a lot more out there, and we knew we'd enjoy seeing that, too!

There are some very important choices to be made while playing this adventure, and the fact that these are actual, weighty choices--and not just the illusion of choice--makes the game feel truly meaningful.  This isn't an illustrated story, this is a real adventure.  Well-written and compelling--very much worth recommending.  It is also brief, making it ideal for players who find that "real life" does not allow time anymore for epic campaigns.

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Module Reviews / Re: REVIEW: The Crumpton Uprising (by Jadefang)
« Last post by Jadefang on March 25, 2017, 07:41:30 PM »
Thank you all for the feedback. I'll be sure to avoid making things like the forest maze in future designs.
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Module Reviews / Re: REVIEW: Dwelling in Darkness (by Benjamin Sanderfer)
« Last post by ProphetSword on March 25, 2017, 07:25:03 PM »
Just so you know, I updated the module earlier this week and addressed these issues.  So if you play the module, I'd like to know if it's better balanced.
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Module Reviews / Re: REVIEW: One Neverwinter Night (by Nol Drek)
« Last post by Olivier Leroux on March 25, 2017, 06:57:48 PM »
I've played through it now as well and liked it very much. I was curious to see how it would work out to have the player control an evil drow party, and I think Nol did a very good job of neither gloryfying their deeds nor making me feel too uncomfortable with them. To be honest, seeing that I don't like Neverwinter, Aribeth and Lord Nasher very much, it was actually kind of a guilty pleasure for me to be able to finally defeat them once and for all! But more importantly, Nol presented the events in such a way that they were completely logical from the drow's point of view. I really loved those encounter events that had your party try and understand the surfacers' intentions, or give up on it and just fight them. That was the most memorable and (to a degree) funny thing about the design. I also liked the custom graphics a lot.

I'd agree that a bit of the drow language parts could have been cut from the game, as I didn't read them myself, but I didn't really mind it either, and I assume it was Nol's guilty pleasure to write in that language, and as a language buff myself I can relate to that, so why not. The combat was easy, but since there was no chance to rest and heal and I didn't really know how many fights to expect, I welcomed it and thought the difficulty was just right to enjoy the game without any frustration or stress, while still requiring me to think tactically. *MILD SPOILER (highlight to read): I half expected some kind of twist at the end and was looking forward to it, but even without it, I enjoyed the story. Pretty great, all in all, and a real success for the One Week Challenge!  :)
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Module Reviews / Re: REVIEW: Dwelling in Darkness (by Benjamin Sanderfer)
« Last post by PetrusOctavianus on March 25, 2017, 06:36:42 PM »
I suppose I could release an updated version and alter the stores, though I will probably wait to see if others have the same issue.

I have a feeling I would have the same issue with the shops.  ;)
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Dungeon Craft - Module Previews / Re: Towers of Magic
« Last post by Paul R. Stevens on March 25, 2017, 11:22:11 AM »
Quote
but game froze at ...... error number poped up and game crashed.

You have often said that you would like to be able to help
with Dungeon Craft development.  Yet you do not help with
the easiest thing: Properly documenting bugs.  If you were
to record your gameplay and report engine failures in a
way that they can be fixed, you could be a very valuable
member of the development team.  Testing is very important
but of no value without feedback!
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Module Reviews / Re: REVIEW: The Crumpton Uprising (by Jadefang)
« Last post by Olivier Leroux on March 25, 2017, 10:36:06 AM »
I just played through "The Crumpton Uprising". It was the first UA design I chose to play in ages, and I picked it over all the other designs I haven't played yet, since it was advertised as the shortest - which goes to show that creating short designs can actually draw attention to your work as well, maybe even more so than that epic design you might never finish.  ;)

My experience was similar to the reviews above. I chose the peaceful path first, and then replayed opting for the sneaky bastard path this time. The peaceful path was nice enough, the sneaky bastard path was exciting at first, but like PetrusOctavianus I didn't finish it due to the second part, in my case because it contained a confusing maze with map view turned off and repeating random encounters, so I got hopelessly lost and then worn down and slaughtered on trying to find my way out, while being a little bored by the repetition.

Apart from that, I was positively surprised though by the choice the design gives you and by how the gameplay, the text events and even areas differ a little depending on your choices. As for the player not being penalized for choosing the "evil" path, I think the gold and xp reward is actually much higher if you do, but on the other hand, you don't really have to work for the "good" path, so I guess it's fair.   
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