Friday, November 14, 2014

S Rank Slayer

Start of Play Tips
You start out with 6 instant attacks. This means you can click on that youngling S rank and instantly slay it, giving it no chance to attack you.

If you do it quickly you will get to 6 strength while the S rank is only at 4 or 5 strength. This will give you a small lead, so you can let the game idle for awhile - the repeated slayings will give more strength charge or instant attack charges. Let it idle for a minute or so, then come back to use instant attacks and hit the strength button.

How Strength Works

If the S rank has between equal to your strength or is only five or less higher than your strength, it makes an inaccurate attack upon you (you might say it's at a disadvantage). Once it's more than five higher than your strength, it makes accurate attacks - so you'll be hit a lot of the time. This will probably be the way your character dies, in other words.

If the S-rank's strength is 50 or less below yours they make inaccurate, weak attacks. Generally bandages will make these attacks meaningless - unless your run out of bandages.

S rank gain 1 strength every time you gain 1 strength from defeating one, but occasionally gain 2 - this is how they catch up and get past your strength.

They don't gain strength when you do instant attacks or use the strength gain button (or when you click on bonus swords). So these are the ways you can catch up to S rank that are stronger than you.

The 'STR: 7/16' is a bit of a tip of the hat to D&D - it represents starting out with a 7 strength in D&D and getting all the way to 16 strength. I like to think of it as what a character went through before even getting starting stats (as char gen stat distribution let you assign a 16 to strength straight away)

And something completely different
Also I'd like to promote a game by another author which should have gotten far more plays than it did - it's a platformer fire rescue game with a lot of nifty features :

Sunday, November 9, 2014

Adventure Writing Advice

My advice:

Don't come up with an adventure. Yep, this goes counter to a lot of other advice you'll find everywhere else.

What you want is for each player to make up a life goal for their PC, like 'Find my sister' or 'Build a grand cathedral' or 'Kill the man who sold me out and left me to die'

Then make up various forces in the area. Try to avoid 'if you don't stop them, the world will end' stuff.

Have a range - some forces might want to destroy a city. Others might just want to steal apples from an orchard. Write up three or so, ranging in size.

Then write up clues that would show these things are happening. Eg, creatures are stealing parts for a powerful arcane bomb in the night. Write up clues that could be found in a number of places - whether the players stay in a bar, delive underground or climb a mountain, try and write clues that could happen in as many of these places as possible - preferably all of them (though that can be hard).

Then write up how, if not interfeared with, these plans will happen over time.

Now do one or two more, per player, in regards to their own goals.

Finally, two things: accept that none of this material might get used!! The PC's might go and do something else. Let go of the idea everything you write will get used - don't fall in love with a piece of material and think 'this is gunna be so great when they do it' - because they might not do it. It's ok, setting wise it might be possible for it to happen another time. But if it's not possible anymore (it involves the king and the king died), just accept its gone. Sometimes its meant to happen, other times not.

And do not fear a split party!

(Sub note: Once again I wrote this somewhere else first )

Wednesday, November 5, 2014

Link : 'Back to Square One: toward a post-intentional future'

Could concerns, feelings and qualia be like money - in the respect that money can become deflated - even worthless and has no traction in whatever markets are around it?

That's exactly what you've been thinking about! ;)