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Post by askhati on Jun 7, 2010 13:36:33 GMT
Of course, if there are many men and you have a big belt... In the Death Knight adventures, there will be some "300" moments, where you have to hold a position against an overwhelming number of enemies. One of those adventures will also feature the campaign to retake Torgar moments after LW gets chucked into the Shadow Gate, and the boss fight for that book will be Lord Adamas. Adamas I am planning to make particularly challenging, so that section will require some brute force. However, there will be an opportunity moments before the fight to throw a weapon at Adamas to weaken him before the fight. I'm also thinking of having the fight against Adamas take place at one of two times - either before LW hits the Shadow Gate, or after. If it is pre-Gate, Adamas is a tough bastard. If it is post-Gate, the news of LW's demise spreads through the ranks and you have to fight some suicidal opponents before getting a brief opportunity to chuck a spear/axe/weapon at Adamas when they begin their retreat from Torgar. If you hit, Adamas is weaker; if you miss, he still has his old EN but slightly less CS due to the lower morale.
Anyway, that is still far in the future. Just thought I could share it now to whet the appetites a little...
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Post by pi4t on Jun 7, 2010 16:28:28 GMT
Talking about far in the future, have you had any thoughts about how the series will end? I'd prefer it if, somehow, he does something (maybe by accident) to help LW/the NO GM (eg stealing the moonstone from GS, resulting in LW taking it and the NO adventures starting...)
The reason I'd like something like that is that if playing the books as a campaign, it's a bit...uh...demoralising to be playing two characters who are trying to defeat each other, and knowing that what one does is, in the end, useless as it's just undone by the other.
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Post by askhati on Jun 7, 2010 19:47:56 GMT
Wellll..... The ending for the Ziranim series will be pretty open-ended. I have nothing fixed in mind, but have been thinking of some plane-hopping similar to LW 19 to end the series off with. That way, Zager Krahl is pretty much "pending" for future use - he could disappear into the Daziarn and then come back at some later point to do the work of Naar when it suits his plans.
The way I have it planned at the moment, there will be 6 Rekenarim adventures, 8 Death Knight adventures, and 10 Ziranim adventures. I do not have a NO-equivalent set planned to date, but that might still happen. Most of my planning has been in the Rekenarim and Death Knight series. The Death Knight adventures will see some interesting and brutal campaigns, hopefully. LW never really does any line fighting, except to blitz in at opportune moments and kill off leaders. For Krahl, I want some axe-swinging, nail-biting, gore-besplattered moments of carnage where the player will not know what is happening, from where it is coming or when it is going to hit him again. When the dust finally settles and the red haze recedes, it must be a case of "Holy mother of Naar, I'm still alive after all of that!"
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Post by beowuuf on Jun 7, 2010 20:10:52 GMT
Seems to me since Lone Wolf beats the previous Drakkar god Zantaz (unless I'm nmissing some way he recovers) I'd guess Naar needs a new right hand man to forge powerful weapons for the fight against good
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Post by askhati on Jun 8, 2010 6:30:26 GMT
He does indeed kill Zantaz and cast his body into the flaming chasm they were fighting over... but that is part of the ritual to enter Zantaz' domain. According to the book from Kazan-Oud, Zantaz is then reborn from the fire (at least per my understanding) and continues his duties.
Also, slight spoiler: Zantaz will feature on occasion in Krahl's life... Everyone needs a patron god, even anti-heroes!
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Post by beowuuf on Jun 8, 2010 6:40:04 GMT
See, I thought there was something about him coming back to life, but it's been a while since I read it. I checked out the book, but the fight seemed to simply kill him, so I thought I'd mis-remembered. So perhaps Kralh needs to topple Zantaz then
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Post by askhati on Jun 8, 2010 8:14:38 GMT
Hahahahaha! I'm not saying anything more!
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Post by pi4t on Jul 5, 2010 16:23:55 GMT
Uh...it's been nearly a month, is there going to be another update soon???
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Post by askhati on Jul 6, 2010 6:42:46 GMT
Err... Yes, I'll try to get another one up over the weekend. Past month has been a bit busy - hunting trip, some reunions, a plague or two - but things are still on track. I've also started an LWMP campaign on RPoL, one that runs from an Evil perspective. Have a look and send me a message if you would like to join. rpol.net/gameinfo.cgi?gi=42545&date=1278398549
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Post by pi4t on Jul 6, 2010 19:40:17 GMT
I don't think I'll participate, I've got far too many things going on already!
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Post by pi4t on Aug 6, 2010 14:17:19 GMT
Any updates?
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Post by kamikaze1900666 on Aug 6, 2010 22:52:49 GMT
I like the idea of the "notches" system- but who says combat needs to be the only way? A sneak attack on an guard with his back turned is the same as full frontal assault- if he dies, you win. It seems to me this is an idea akin to a "soul drinker" where more power is gained through the lives it takes. Handling it as a rare weapon, perhaps along similar lines that a Dessi Stone imbues a weapon to combat the undead, a similar stone embedded in a weapon can increase its toughness and enable it to grow powerful on the blood of those it's slain. It may also impart a temporary CS bonus via a loss of EP, say -5 EP for +2 CS for a combat; sacrificing your own blood for the added boost. This could be balanced by using a system closer to Adgana as well- each successive use of this power carries a cumulative risk of a permanent reduction in max EP, representing a part of your soul now owned by the weapon. I know, not as simple as it could be, but as a rare weapon, it could withstand a bit of complexity.
Also, should an expert-level poison use be incorporated into a Death Knight proficiency, say an additional 1 damage on a successful hit in combat when a poison is used? Such use could also be applied to non-combative uses, such as at higher levels granting a timed-release to bypass food tasters so it reaches an intended target.
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Post by pi4t on Aug 7, 2010 10:45:37 GMT
BTW, since 'healing' is overpowered and makes healing potions useless (if you don't have it, potions won't help you much, if you do have it you can heal without potions), how about using the method used in the 'dark one' series: after each combat, you heal 1-10 endurance, to a maximum of the amount you lost in the combat?
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Post by askhati on Aug 10, 2010 9:04:56 GMT
Progress: very slow, mainly due to work, the RPoL campaign AND my new exams coming up.
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Post by askhati on Aug 21, 2010 19:12:46 GMT
Some good news for anyone (anyone?) still following this project: Based on the character development work I have been doing for the LWMPGB system, I now have a much better idea of how to run this thing. I am busy revamping the entire adventure to take advantage of this experience, as well as re-doing some of the sections to take use the next Rekenarim Discipline set. The original set was essentially a Kai clone, but I have now moved over to a unique Rekenarim skill set - the same one that I submitted to S&P as a character class. This should give the character a much more... well, unique feel than simply have a 'Dark Kai' adventure!
More updates during the week. I'll post the new skill set here ASAP.
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