Author Topic: Two New Daniel Martin Modules?  (Read 4750 times)

Offline DrDan

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Re: Two New Daniel Martin Modules?
« Reply #45 on: April 19, 2011, 03:36:27 PM »
Hey Ben: No, I just own the english version.
Best!
Dan

Offline Ben J

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Re: Two New Daniel Martin Modules?
« Reply #46 on: May 11, 2011, 04:19:51 AM »
Hey Dan,

just wanted to tell you that I'm still playing (and enjoying) "Deeds of a Demon".

There are some oddities, though. I was just attacked by thieves in the Lord Chancellor's office. If there was one place where I didn't expect to run into random combats, that would be it.
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The Sect

Offline DrDan

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Re: Two New Daniel Martin Modules?
« Reply #47 on: June 06, 2011, 03:38:44 AM »
Thanks for the Tip, Ben; i must have used a wrong "Zone" there.
Best,
Dan

Offline Ben J

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Re: Two New Daniel Martin Modules?
« Reply #48 on: June 06, 2011, 04:37:32 AM »
I used random monsters very sparsely throughout "The Sect". They make for easily obtainable XP, but they can also get annoying very fast.

I think the frequency of random monsters is good in your game, but there should be more safe places in the city where the thieves don't go. Or have the thieves attack only at night and/or involve the city watch.

 
Released designs:

The Sect

Offline DrDan

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Re: Two New Daniel Martin Modules?
« Reply #49 on: June 19, 2011, 04:57:37 AM »
Yes, youre probably right. I used the gold box games as an orientation and they had a lot of random monsters (which got anyoing in some non-map areas indeed).
Best,
D

Offline DrDan

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Re: Two New Daniel Martin Modules?
« Reply #50 on: July 26, 2017, 03:32:25 PM »
Popping into the forum after some years again: I am finishing another module right now. This time it will be in english (like Ayderfall Adventures).
Best to all of you,
Dan