Wednesday, November 27, 2024

Betrayal at Krondor: Right to Roam, Part 2

Travels last session (yellow) and this session (blue).
         
Well, that was unpleasant. Sorry for the long silence. I'll resist the temptation to let it delay my progress with some kind of "special topics" entry and just get right back into Betrayal at Krondor.    

As the session starts, the party is in Tyr-Sog contemplating roads to the north and east. The northern route makes a greater loop and takes us through Sar-Sargoth, where I figure I might meet Delekhan and put a premature end to this whole thing. (I know that won't actually happen, of course, but I'm curious how a premature visit to the Moredhel leader will play out.) Unfortunately, the game won't let me go in that direction. A soldier named Finn stops us, just as he did in Chapter 1, and tells us the pass is closed by a landslide set off by a Moredhel explosion.
         
Setting out.
       
We thus head east, into a deep valley between two mountain ranges called the High Wold and the Teeth of the World. If none of the northern passes are open, it's a fairly straight shot east through Eldpoint, Highcastle, and Dencamp before turning south to Kenting Rush and our ultimate destination in Cavall Keep.
    
We had tried to go this way in Chapter 1 only to meet certain death at the hands of a party of six Moredhel assassins. The bastards are still there, but they're a lot easier now. We're soon looting their bodies.
       
What am I actually supposed to do with this?
      
In the comments to my last entry, a reader wondered why I was having so much trouble in combat. Combat certainly has been getting easier, but there are four primary reasons that I lose battles:
  
1. Many enemies do not appear in the environment before they pounce on you, so you can't click on them to ambush them first.
          
i.e, this happens.
        
2. Even if I see enemies in the environment and click on them to prepare an ambush, at least half the time the ambush doesn't work.
          
i.e, this happens.
       
3. Even when it does work, all the advantage I ever get is that James gets to go first. The enemies otherwise act before the other two characters can go.
   
4. Enemies invariably target Owyn and chase him around if he tries to evade them, ensuring that he can never cast a spell (he can't cast if an enemy is in an adjacent square). By the time I whittle the enemies down to the point that they leave Owyn alone, I usually don't need him anymore anyway.
   
If any of those points indicate that I've misinterpreted something or am doing something wrong, please let me know.
    
On the way to Eldpoint, we discover:
    
  • A barn with a drunk man sleeping it off. 
  • The Temple of Dala. High priestess Risa asks us to try to find some bags of grain, as their stores are running low.
     
Once again, the flame in the center of the temple is cold.
     
  • Two fairy chests: "Black when bought. Red when used. Grey when thrown away" (COAL). "It is too much for one. Two it is meant for. But it no longer exists when two becomes more." I've heard this one before in other forms: (SECRET). I get most of the answers by thinking about the riddle while fiddling through the knobs to see what combinations I can make. My right brain is exercising creative thinking while my left brain is trying a systematic approach. I rather like it. One of the chests has a couple of Tsurani crossbows. Bows sell well, and I always try to keep extras if I have the room.
     
Cha-ching.
      
  • A trap that's a bit easier than the one I encountered last session. I just have to push two spinning diamonds in front of two cannons.
  • A woman who asks for our help opening a stuck barn door. We do it, and she gives us some food.
  • I notice a pile of dirt that looks out of place. Investigating it, we find a bunch of treasure, including a magical "Goblin Sticker" sword.
       
Coincidentally, we later find some goblins.
       
  • An abandoned house occupied by a terrified family of squatters. We leave them be.
  • Shortly after this, I find myself so overloaded with equipment that I run back to Tyr Sog to sell some.
        
Just west of Eldpoint, we run into our first of what will turn out to be, conservatively, six thousand battles with trolls. I originally wrote that I didn't even know trolls existed in this setting, but then I remembered Pug defeats a couple of them early in Magician, the first manifestation of his skills. Their strength and speed make them tough opponents, and they soak up a lot of damage before they go down. If there are only three of them, I can usually keep them away from Owyn long enough for him to disable them with "Fetters of Rime" and "Despair Thine Eyes." If there are four, I usually have to reload and buff with potions or weapon enhancements, or summon a couple of hounds with the Horn of Algan Kokoon, before trying again.
     
Using hounds to tie up trolls so that in later rounds, I can cast spells.
     
Eldpoint has a shoe shop where we buy a second pair of Weedwalkers (increases stealth), a general store, and an inn. Owyn's skill is such that he's making about 30 sovereigns each time he plays these days. 
    
I have a couple of screenshots of fairy chests encountered somewhere between Eldpoint and Highcastle:
   
  • "Kingdom soldiers will look like it, when the headsman gives them a lop. For then, like it, they'll have a neck but not a head on top." I'm grateful for the second sentence because I wouldn't have gotten (BOTTLE) based on the first alone.
  • "What is the thing with fingers long, that grips our deadly swords so strong?" The obvious HAND was impossible because it had eight letters. So it has to be something you wear on the hand (GAUNTLET).
     
That bastard SHUETSEC is always gripping my sword.
        
  • "Six legs, two heads, two hands, one long nose. Yet he uses only four legs wherever he goes." It's amazing how often THIS REALLY WEIRD GOAT I FOUND works for these types of riddles. This one took me a while, but I was helped by the fact that the default scrambling of letters had four of the last five set correctly (HORSEMAN).
    
Outside Highcastle, we knock on the door of a house and meet Sara Halfgate. She has a couple of bags of grain (which we need for the Temple of Dala), but she says her husband will be angry if she gives them to us, unless we help her find a present for him: a pair of leather leggings. We say we'll keep an eye out.
       
We reach a major crossroads.
            
Highcastle is at the top of a major crossroads with roads going in all directions and a large loop of buildings and other encounters in the center. The city features prominently in A Darkness at Sethanon, where the inept baron refuses to believe that Moredhel are about to attack, and he consequently loses his life. The city serves as the major bastion against the enemies to the north (Moredhel and goblins), lying south of Cutter's Gap, one of the few passages through the Teeth of the World mountains.
     
I've heard you have a Man up in here.
    
We're exhausted by troll battles when we arrive, so we head right for the city. It has a tavern, fortunately, and a shop that has some excellent weapons and armor, any of which we could afford individually, but it would be the only thing we bought. We do pay a lot of money for a skill book called Chapel's Rmur n Whepuns which, despite its spelling errors, increases "Armorcraft" and "Weaponcraft."
    
There's supposed to be a passage north from the city, but Baron Kevin warns us that a bridge is out. We try anyway, and the game says we have to turn around after three days. I make the mistake of not believing the game when it comes to the passage of time and click on the exit a couple more times to remind myself what the text says, not realizing that I'm running out of rations. The party dies the second we exit the city.
       
Starving isn't pleasant.
     
West of Highcastle is another road to a mountain pass. We fight two battles with trolls (four each) and one with four goblins. I don't think we've fought goblins before. They're not hardy, but they're accurate with their slings. One of the goblins has a note on his body--an unsent letter to Delekhan. The letter indicates that the goblins have been spying on Highcastle at Delekhan's behest. They think they can use the trolls in the area to disrupt supplies. They also report that many of the city's defenders have been wounded in recent raids, and there have been problems with payroll shipments, causing some grumbling within the castle.
      
Intercepted communications. Are "last" and "months" supposed to be emphasized?
      
James refuses to take the road north ("we would be walking straight into the enemy's hands"), so we return to Highcastle to sell our loot, recover from the battles, and see if Baron Kevin has anything to say about the note. Kevin appreciates the intelligence and gives us 200 gold. 
   
The road south from the crossroads goes to the Dimwood Forest. I've been skirting around the perimeters of the forest the entire game, and I think that, despite the title of this pair of entries, I'll leave it for another time. So we head east towards our final destination at Cavall Keep, via Wolfram, Dencamp-on-the-Teeth, Northwarden, and Kenting Rush. Encounters along the way:
    
  • A locked chest has a 100% suit of Standard Kingdom Armor, 2 herbal packs, and 5 restoratives.
  • A four-troll ambush leaves Owyn near death.
  • A couple of violin-playing sisters are looking for a tuning fork. We happen to have one, which we trade for a pair of leather leggings. We take the leggings back to the crossroads and exchange it with Sara for a bag of grain--but that's only one of two that we need. It takes up 4 inventory spaces, so I don't like having to lug it around until we find the second one.
     
Just a reminder that to find all of these things, I have to go back and forth across the road and around every hill. It takes a while.
      
  • In a tent south of the road, we find the decomposing body of a man surrounded by mining tools. We loot some gold and a shovel. 
  • A dead tree trunk seems to stand out graphically, so I click on it and find a Moredhel brooch inside. How many other tree trunks have I overlooked?
       
That stump just pops.
       
  • The village of Wolfram has the usual selection of abandoned houses, villagers of no consequence, and a tavern. Owyn makes 35 sovereigns barding, which we immediately lose to a dwarf in a card game. In the Arms of Dala, we find some Dragon Plate armor at half the cost as it was in Highcastle and buy a set for Gorath.
       
A villager of no consequence.
      
  • A Moredhel/goblin ambush is waiting when we enter one house. This turns out to be illusions conjured by a magician named Patrus to protect his house. He apologizes, in his own surly way, and gives us 200 gold to get our wounds tended at a nearby temple. 
      
This is like settling with an insurance company for a lot more than you were willing to accept.
       
  • The Temple of Tith is just outside of town. Tith is the god of war. The patriarch is more informed about the movement of armies in distant Kesh than about the Moredhel plans just to his north: "All the messengers I have dispatched to check have been killed."
  • A ransacked house where Gorath surmises the family was killed by trolls.
  • Dencamp-on-the-Teeth has the usual selection of abandoned houses, villagers of no consequence, and a tavern. There is a magic shop called the Grumbling Magician. It sells numerous intriguing items with nebulous descriptions whose prices discourage experimentation. It also sells three spell scrolls I don't have: "Dannon's Delusions," "Bane of the Black Slayers," "Nightfingers." I buy all three.
      
I know what a few of these things are.
       
  • A spur road leads to a house occupied by a group of armed men. They demand a password that we do not have.
  • Three goblins attack outside of town. They're standing over a body with a flask of Coltari Poison, which the game tells us cannot be applied to weapons but must be secreted in something the victim will eat or drink. I can't even imagine a mechanic for doing that in this game.
          
Now I'm hearing Dean Martin.
       
  • Six trolls attack in a loop off the main road. It takes everything I have--buffs, hounds, spells--to defeat them, and even then it's with most of them fleeing (as opposed to being killed), Owyn at near-death, and the other two at half-health. I use a bunch of restoratives and herbal packs on Owyn and hope for the best.
  • A widow named Halfgate is trying to impress a soldier at Northwarden and wants to learn how to repair weapons. We show her a few things in exchange for a crossbow.
  • There's a cave in the hills between Dencamp and Northwarden, giving us a reason to use a torch for the first time since the Krondor sewers. I'm wary about exploring it with Owyn in such bad shape, so I leave it for after we visit Northwarden.
       
Haven't seen one of these in a while.
      
  • We run into a trap outside the cave and another just east of there. I'm coming to enjoy these a bit. Each one is a logic puzzle that requires you to do a combination of blocking cannons, using cannons to destroy pylons, and stepping in the right places. Once you understand how the pieces work, they tend towards the easy side.
     
This one just required me to push the hollow crystal (prompts cannon fire but does not block it) in front of the cannon, causing it to destroy the gem on the pylon you can't see in front of Owyn, then walk between the pylons.
      
  • The second trap is blocking three fairy chests: "It doesn't live within a house, nor does it live without. Most will use it when they come in and again when they go out." Easy: (DOOR). 28 rations. "This side of a wolfhound has the most hair." Seven letters. I immediately see that it's a joke (OUTSIDE). 21 rations, a rope with 10 uses, and 8 restoratives. "She has tasteful friends and tasteless enemies. Tears are often shed on her behalf, yet never has she broken a heart." (ONION). It takes me a minute. Didn't we just have a riddle with that answer? 35 rations. I won't be needing rations for a while. 

The party now has 141 rations. I feed Owyn herb packs and camp until he loses his "near death" status, then head back to the cavern. We get over a pit with our rope (though it takes me a while to figure out how), defeat two trolls, and find two fairy chests in a large cavern.
         
From later in the dungeon. I could not defeat this party.
       
The first: "Neck, but no head. Arms, but no hands. Waist, but no legs." We just had a neck-but-no-head riddle; except for the second part, BOTTLE would work again. I get it by fiddling with the letters (JACKET). That was clever. It has a wyvern's egg, which seems like a quest item, though not to any quest I've been given yet.

The second: "A carpenter left some wood, would not take it back. I saw some dust where he left it, but couldn't find his stack." What is this even asking? I have to leave without opening this one.

We find some dead bodies, one with another wyvern's egg, behind a locked door. The final room has six trolls. I make one attempt to fight them, die, reload, and leave the dungeon for whatever chapter it's actually relevant in. As I leave, I reflect that it's too bad that more of the game doesn't take place in dungeons, though. The engine seems better for dungeons than for outdoor areas, which it basically treats as dungeons.
       
Maneuvering through dungeons feels a more natural use of the engine.
          
An intersection has roads leading south to Cavall Keep and north to Northwarden and points beyond. Naturally, we head north. There are corpses of Moredhel on both sides of the road as we approach the city, a mystery we never solve. It's a good thing we didn't wait to get to the fortress to heal Owyn, as it offers no services, just the palace and an odd encounter in which we find 2 sovereigns in a hole. Baron Gabot tells James about the "secret projects" they have going on, including an explosive powder made in part from pig's urine. Delekhan's forces have learned of the weapon and have kidnapped a few dozen pigs. Gabot's spies have seen siege weapons under construction and have reported Quegian mercenaries passing through the town.

Gabot also tells us that both Locklear and Duke Martin (a major character in the Riftwar trilogy) are in the area, scouting the hills. Gabot's magician, Patrus, "is off working on a few tricks of his own to counter any Moredhel spellcraft," he notes, explaining our earlier encounter. James serves a shift on guard duty and uses it to observe the behavior of the guards; afterwards, he tells Gabot that the guard schedules and assignments are far too predictable, leading to instances of note-passing and theft. In reward, Gabot gives us a suit of Euliliko Armor, which we give to Owyn.
       
James outlines the keep's weaknesses.
      
A road leads north to a pass, but James predictably wants nothing to do with it, so we turn and head south, our open exploration coming to an end. We fight five Moredhel, including two spellcasters. We defeat them, but not before one of the spellcasters nails Gorath with something that wipes away half his health and Owyn sacrifices much of his regained health for a couple of "Flamecast" spells. 
     
Look at that clustering. It was too tempting.
      
North of Cavall Keep, we come to the Temple of Kahooli, the god of Justice. The lector has a lot to say about the Nighthawks and our main quest. Apparently, in the quest for justice, the Temple often hires Nighthawks as assassins, but the lector (the head of the temple) has become disgusted with the Nighthawks' recent actions. Still, he can't betray their identities because of a holy oath that he swore when he allied with them. We'd have to become members of the temple by first studying with a prelate who lives nearby.

This seems like main quest stuff, so instead we use the teleportation system (for the first time) to go back to the Temple of Dala, figuring we'll look around the area more for that second sack of grain. It turns out that one sack is fine. The priestess offers us a blessing that will increase the defensive abilities of the person we choose, and we choose Owyn.
        
For 128 sovereigns, we probably should have just walked.
      
We then walk west and south, spending three or four nights on the road, plus multiple days traveling between screens, just to go back to Questor's View, enter Babon's Hostel, and tell the Tsurani joke we'd learned to Grimm. (See "Part 1" from a few weeks ago.) He cracks up laughing and his companions give us 80 sovereigns. It was not quite worth the trip.
        
Guess we'll have to call him something else.
              
Miscellaneous notes:
   
  • Why do so many enemies carry spoiled or poisoned rations? Are they trying to get revenge on anyone who kills them? Did the rations somehow become spoiled during battle? 
  • Crossbows seem to have the highest resale value of any looted weapons and armor.
  • Trolls almost never drop anything, which is a mixed blessing: no overloaded inventory vs. skill increases being the only benefit of combat.
  • I have a lot of specialized keys that never seem to open anything.
        
What are these all for?
       
  • Sometimes when I attack and miss, the sound effects play a "Ching!" sound. What does that mean? Something to do with enemy armor?
  • The most annoying thing about the game is the way some enemies become obsessed with Owyn and chase him all over the battle map, never letting him get a spell off.
  • I got a note at one point that Gorath's "Strength" had increased. I think this might be the first time that I've been notified of an attribute increase (as opposed to a skill increase).
            
Cool. Why?
       
Speaking of skill increases, time to do a little accounting and see what we got from all of this wandering. The figures below show, for each character, the score they had at the end of my "Hand and the Cloth" post from 22 October, and the score they have now after nearly 12 hours of roaming. These are from both regular increases and equipment.
        
FYI, this is the "Aptos" font. It is my new favorite font.
           
So the exercise was both valuable mechanically and thematically, although leaving me with plenty of room to grow.
   
At this point, I've explored all of the game world except for the northernmost loop, Dimwood Forest, and the area immediately around Cavall Keep. I always enjoy (for a while) the part of a game after I've explored most of the world, and I know that the rest of the game will mostly involve filling in the details. It's akin to finally visiting all of the major cities in Skyrim or talking to all the obvious NPCs in an Ultima game. You know the pace is going to pick up from here. I'm looking forward to seeing what this betrayal is all about.
   
Time so far: 36 hours


67 comments:

  1. Good to see you back to RPGs. Have a good Thanksgiving!

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  2. If you do the grain quest and choose "no one" to receive the reward, you get a smaller defense boost, but to all three party members, and some cute text:

    --
    They were unable to choose.

    For a quarter of an hour, they discussed the issue at length, each indicating someone else as more deserving of the blessing. Amused by the debacle, Risa intervened. "Very well," she said, interposing herself into the good natured argument. "As you seemed to have all come to the conclusion that one man alone is not fit for Dala's blessings, I shall bestow her blessings on you all. Please go now, modest men. The gods love you truly."

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    1. That's cute. I wondered why anyone would choose that option.

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    2. Hast thou forsaken the eight virtues?

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  3. Count me in as another member of the club of players who died of starvation in Highcastle. Nethack epitaph: "Killed by narrative text."

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  4. Unrelated to anything really, but how often do you have to pay for these games?

    I assume most are free/abandonware, but some old games are still for sale an the author's or rights holders' websites.

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    1. Chet plays a lot of obscure stuff for this blog but BAK itself is very easily commercially available.

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    2. I remember it was given out free for a while - I can't remember why.

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    3. I pay for them when someone is selling them. I bought this one from GOG. When I play a shareware game and I can track down the developer, I always offer the shareware fee.

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  5. 1. If Owyn isn't going to be able to get away from his pursuers, it makes more sense for him to use his action to defend.

    2. You use Coltari Poison the same way as a weapon or armor buff - drag it over some Rations and they become Poisoned Rations. As Mickey would say, "It's a surprise tool that will help us later!"

    3. Sawdust.

    4. The weird keys are generic types that you just have one of because it's still earlier in the game and they're rare. Locks that fit them are rarer earlier in the game too. Eventually you'll find uses for them.

    5. I think the sound is meant to suggest an enemy parry that the game is too primitive to animate.

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    1. I thought of sawdust too, but then why does the clue mention dust?

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    2. #1. You're probably right. I spend a lot of time trying to shuffle him around the map while the other characters try to engage his attacker. It never works, though: once an enemy decides to target Owyn (or any character, I guess), it's not possible to dissuade him unless he's killed or blocked completely.

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    3. I think there was another riddle in the game where the answer was part of the clue. It violates a principle, but I otherwise don't mind it if it's done cleverly. (The 1 April 2023 New York Times crossword did it brilliantly.)

      Here, though . . . it's not even a riddle. It's like if someone said, "I just had the greatest Thanksgiving dinner. The dessert was a pie made with apples," and you were like, "Ooh, I got this one. It's APPLE PIE." "Yeah, that's what I said."

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    4. I guess it's a play on words with "I SAW some dust," but that doesn't work at all as a riddle.

      On spoiled/poisoned rations, I have no trouble at all understanding why enemies are carrying spoiled rations around--they got one of those big stashes from a chest, couldn't eat all of it in time, but couldn't bear to throw away some of their loot and every time their captain says "Why are you still hauling around those spoiled rations?" they're like "Maybe I'll find some way to use them! Better to have them and not need them than to need them and not have them!" Not sure I can explain the poisoned rations this way though.

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    5. That makes sense. They're all the heroes of their own RPGs.

      This reminds me of some dialogue in Icewind Dale II that always cracked me up:

      NPC: "Eh, what the hells are ye carrying a dead cat around for, then?

      PC: "I was kind of hoping it might be the solution to someone's problem and that I could learn something from the experience. I guess not this time."

      NPC: "When a fool goes to carrying a dead cat around, that's when you need to start asking yourself some serious questions."

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    6. For the woodpile riddle, I was thinking a campfire or similar? Dust (ash) left behind? But I presume you tried that. Or possiblly charcoal, but that's more of a stretch

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    7. Yeah that IWD2 scene was top tier.

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  6. I suspect your real combat woe is "5) Haven't yet found the Fetters of Rime spell and/or realized what a game breaker it is to just freeze enemies where they stand."

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    1. No, I use that spell all the time. Read point #4 again.

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  7. I wonder if Patrus at the insurance company sells life insurance.

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  8. Good to have you back, great read about your adventures.

    Again, I'd like to point out how expertly made the location screen for Highcastle looks like, heightening the atmosphere of the game.

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    1. Yes, the title cards for the cities are very well done. They not only heighten the game atmosphere but also serve as a nice graphic supplement to the books.

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    2. Good point. Even though I'd read 'The Lord of the Rings' before, seeing the artwork by Angus McBride made the whole world come to life for me.

      [Long before the movies were in development, duh.]

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    3. The art in this game is good enough that it makes it even more frustrating that they leaned so heavily on bad digitized photographs for the character art. I don't mind the crunchy pseudo-3D, but basically all of the non-human characters look ridiculous (and some of them, too).

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    4. I have to say, I got over the portraits a lot faster than I expected.

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  9. Can't argue about the 'Aptos' font, it's very nice and clear, pretty close to 'Helvetica' which is used by many transport systems and airports, especially because of its legibility.

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    1. Mandatory: https://www.youtube.com/shorts/diN5s8M8MCA

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    2. Well, hell. I didn't realize it had become Microsoft's new default font. I thought I picked it. I thought I was UNIQUE.

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    3. Cordova does some of the funniest sketches ever!

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  10. Good to see you back and happy Thanksgiving! "Dannon's Delusion" is that you can substitute plain yogurt for sour cream in coffee cake. (Note: I do not really bake and have no idea how bad an idea this would be.)

    The bastards are still there, but they're a lot easier now. We're soon looting their bodies.

    Boy this is satisfying, isn't it? People talk about character leveling as unearned progression but there is some skill in realizing that an enemy is too buff for you now and you need to come back later when your characters are ready. Anyway it's not bad for a game to give you a satisfaction like this. (Or is it? I'm teaching philosophy of games next term so I need to think about this.)

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    1. I'm 100% with you. Facing a challenge that's too difficult now, and coming back when you have progressed and can now handle it, sometimes even easily, does a lot for giving a concrete scale and reality to character progression in games. A lot of modern approaches, whether done by direct level scaling or some more subtle ways of game design, aim to keep the difficulty always within an "acceptable window" where it's not too challenging, but not too easy. The objective is to avoid frustration at one end and boredom at the other, both of which prevent engagement. But used correctly, both of these can be positive. Frustration can motivate you, create a goal. Boredom is sometimes important to give a sense of time and space. For example, in Skyrim, you can fast-travel instantly everywhere, because otherwise it would be "boring". But if you are in the far east, they give you a quest to travel to the far west, you make one click and you are there 10s later, how is that helping in making the world feel vast, and the quest "grand"? You need to experience a passage of time even if it's boring or easy. (I'm teaching game design too, so it's fun to discuss those philosophy questions). In Krondor, the "frustration" is correctly handled by offering another easier and "correct" path, while keeping the challenge for players into it.

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    2. I want the game to play fair. If the encounter's danger level can be assessed ahead somehow and/or you can flee from it once you realize things go south, that's one thing (neither has to be easy and cost-free but the option should be there). If you are ambused by an enemy you can neither see coming, nor survive and your only option is to reload, that's a whole different ballpark. Unfortunately, the vast majority of CRPGs tend to fall into the latter category.
      There's also something to be said about the game's structure: if a game advertises itself as open-world, but then difficulty-gates the player into following a very linear path, then what was the point of pretending to be open-world in the first place?

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    3. I feel like the kind of hard linear difficulty gating people talk about doesn't really show up very often. New Vegas has it early on, but it's definitely possible to bypass it, and it means that the game can naturally open up once you've gotten to a certain power level (versus GTA-style "wow, the bridge is fixed now" opening). When I think about games that have a steep enough regional difficulty gradient throughout the entire game to make it effectively linear, I have to think back to something as old as Final Fantasy II (FC).

      If anything, I'd say the "vast majority" of CRPGs bend over backwards to keep you from running up against unwinnable encounters, at least for the past couple of decades.

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    4. I haven't played an AAA game since Skyrim, so my references may be outdated, yes.

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    5. Ah, no, sorry I put ~2 hours into Witcher 3. Which has areas explicitly level-coded, making the whole open-world schtick completely pointless.

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    6. The 'Might&Magic' series, again, did it right...

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    7. This is indeed one of the things I like best about M&M. And the series remained committed to this approach from MM1 through MM9 (at least; I don't remember 10).

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    8. The Might & Magic series are the reference for me in that respect, the model for this school of thought in game design.

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    9. Georges, great insight about scale and reality. This is true both in-world and out-of-world, because if it's done right the rules of the game themselves provide the gating. (Like in Osmos when the big circles that were blocking your way turn from red to blue...)

      I'm not really teaching game design though, it's a class about games and philosophy! I remember something about Richard Bartle complaining to a bunch of theorists that their papers wouldn't help him design good games but theorists could respond that his game design principles won't help them write good papers.

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    10. Might&Magic 1 and 2 had a combination of level and area scaling. Many players don't even notice the level scaling, while in Oblivion it hits you on the head with a bucket.

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    11. Yes, but only at the beginning.

      Later on, it hits you on the head with a daedric bucket.

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    12. @matt w - Are you familiar with C. Thi Nguyen's book, 'Games: Agency as Art'?

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    13. @100FloorsOfFrights, not matt w, but thanks for the recommendation!

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    14. I always liked when the final boss was a pushover and really weak, the fight before could be hard but the feeling and reward of leveling your pc and totally demolish the final big bad is to me more satisfying than a final boss that takes for ever to beat.

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    15. @100FloorsOfFrights: Yes! Great book. That's one of two books (along with The Grasshopper by Bernard Suits) that I have the students read most of (along with a bunch of other articles and excerpts by other folks).

      So in Nguyen's terms, I think "The bastards are still there, but they're much easier now" doesn't exhibit the harmony of capacity--it's not the kind of thing that pushes you to the limits of what you can do (and thus gives you an environment that fits your capabilities). But maybe it's the harmony of action, in that the environment turns out to be suited to the thing that you're doing--though his examples tend to involve challenges rather than getting to do something as a reward. (Nguyen mentions Elder Scrolls somewhere but I'm not sure if he says a lot about cRPGs.)

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    16. I don't know the Suits book, but I'll check it out. My department (English & Modern Languages) is currently engaged in a turf war with the Communication department over who owns 'games as narrative,' and the more philosophy of gaming I can familiarize myself with, the better our odds of keeping these classes.

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    17. Suits is definitely worth reading. (And also has set a record for the most gratuitous nudity in a philosophy book. Olaf Patzenhauer would be proud.)

      For games as narrative as such, you might also be interested in a couple of papers by Aaron Meskin and Jon Robson on the nature of videogame storytelling, which neither Suits nor Nguyen focus on (Suits was writing before the videogame explosion and Nguyen has different fish to fry). If you do read those, one warning is that the use of "game world" there is very counterintuitive--last time I taught that I got confused by it, never mind my students, and we had to do some cleanup. If you have trouble accessing those papers hit me up, my last name is Weiner and if you search for philosophers with that name you should find my contact info pretty easily.

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    18. @matt w while this is, most definitely, off the topic a bit - could you elaborate on some corps of books to read if someone wants to teach themselves the basics of game design in an autodidactic way? I will hardly ever have an opportunity to study such a topic, yet for me, personally, this is a bit of nerdish "special interest", so, if you could share what good books are out there, it would be great of thee!

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    19. @matt w the dilemma of growth in CRPGs (either you grow in power and the game gets, counter-intuitively, more easy the further you get - or your enemies scale to your growth and there is seemingly no real progression of power despite raising of stats skills and levels) is sometimes solved beautifully, IMO, by class of mage - so much, in fact, that I like playing mages in ADnD more than any other class. A mage gets a lot of utility or semi-utility spells, or spells that combine with each other in complex, intertwining ways, so it is NOT a simple "you do more DPS now" growth. As a mage, you not only grow in levels, you gain spells - and not all of them at once, as a cleric does, but you have to seek them actively; this adds "Zelda-like" or "Metroidvania-like" quality to the game, so to speak, because you may eventually get tools that make your life easier, and it makes you feel getting more powerful without necessarily making you defeat enemies easier or faster! Quest for Glory is my most beloved game in this respect, because a LOT of spells in it are either utility spells or can be utilized outside of combat anyway, so, growth is tangible outside of combat.

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    20. Glassner's Interactive Storytelling: Techniques for 21st Century Fiction is very layperson-friendly (the title makes it seem like it's a book on e-lit, but it's actually on games).

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    21. Lorigulf: I'm sorry, on the game design question I don't have recommendations! I'm not a designer myself, just a philosopher who is interested in philosophical questions about games. (I'm not even that up on the philosophy of games, this is more of a class that I teach because it's fun and the students like it.)

      I just looked at a syllabus that included Tracy Fullerton's Game Design Workshop and Steve Swink's Game Feel but I don't know if those are really good, formerly VK obviously has more experience with that so I would check that recommendation!

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    22. I'm not exactly a game design expert either - my research area is interactive audio, so I'm mostly familiar with game studies by way of game sound.

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  11. One thing that might not be apparent is that multiple items can be used from your inventory in combat, not just one per turn. You can heal to full each turn if you have enough resoratives

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    1. Thanks. That seems like something I should have picked up on.

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    2. I think I wrote this explicitly some time ago.

      You can also use the lighting staff even if you stand next to an opponent.

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  12. Yay! More Krondor!

    Now that you've fought six thousand trolls, you may be looking for a better way to deal with them. I'll spoiler this because I can't remember if the game itself tells you this somewhere (if it does I don't remember where it is), but whfg hfr n ghavat sbex ng gur ortvaavat bs n onggyr. Gur gebyyf eha njnl, naq fvapr gurl eneryl unir nalguvat jbegu ybbgvat vg'f abg n uhtr ybff.

    Also, I could be wrong, but I think the individual skill messages (e.g. "Gorath's Strength has increased") only happens if that's the *only* skill that increases. If it increases alongside something else, like accuracy, or if two or more party members have increases, then it will give the more generic "the party's abilities have increased" message.

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    1. It can be "Name's abilities have increased" or "Party's defense has increased"; both are possible.

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  13. Welcome back and have a good Thanksgiving.

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  14. Picture with Gorath and wagon tracks means your scouting skill kicked in and there are enemies nearby. If you will walk cautiously around you will train scouting.

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    1. I think you mean "Stealth," right? "Scouting" identifies the ambush but "Stealth" avoids it. But if you don't want to avoid it, there's no way to act on the intelligence that Gorath provides. If you trigger the encounter, it's always an ambush even though you had forewarning.

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  15. Sorry, you will train stealth, not scouting. With higher levels of stealth you have better chance of catch your enemies off guard and start first in battle.

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    1. Ah, thanks. I didn't realize that "Stealth" affected battle order, too.

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    2. I don't believe it does. High stealth allow you to sneak past ambushes, though.

      Plus, remember that skill bonuses from multiple instances of the same item stack too. You can easily get to Stealth 100 if you get multiple Weedwalkers in your inventory.

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    3. High stealth enables to ambush enemies. In successful ambush player's characters act before enemies, so it can be said stealth affect battle order :)

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  16. One little trick. TAB will cycle among active spots in city or shop pictures.

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  17. If I remember correctly, the proper procedure for ambushing an opponent is:

    1) Pass a Scouting check so you can "see" a group of monsters on the screen.
    2) Click on a monster in that group. You'll get a popup indicating that your group is planning to attack.
    3) Move towards the monsters. For each step, a Stealth check is made (probably based on the character with the lowest Stealth). If it fails, the ambush fails.
    4) Once the party is "close" enough to a monster without failing a Stealth check (usually requires several successful Stealth checks), a popup appears indicating that you've ambushed them and you get initiative in round 1. I think in that scenario all your party members get a turn before the enemy, so it's well worth doing especially if the enemy has spellcasters.

    Note that if you keep walking forwards and backwards in step 3, you can end up training Stealth by a couple of points. To speed things up, make sure everyone is wearing weedwalkers and has Stealth highlighted! (Turn off the highlight when combat finally begins.)

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    1. This is mostly true, though regarding point 1, I don't think your scouting skill affects whether or not you can see enemies on the overworld map. There are just two types of combat encounters: normal ones where you can see the enemies and click on them, and ambush ones where your scouting skill may or may not give you the types of messages that Gorath has been popping up with. It's impossible to avoid a normal encounter (though clicking on them and succeeding a Stealth check will let you go first, though like Chet said, it's usually only James that gets to move before anyone else), but a high enough Stealth will let you avoid the ambush encounters, once your scouting has sussed one out. I'm also pretty sure that you can only grind your stealth on the "ambush" type of encounter by walking back and forth within its radius; the normal type just performs one check pre-combat.

      Though there is one exception to all this: if you find the "Dragon's Breath" spell and cast it on the overworld, it turns normal combats into ambushes (i.e. you can sneak by them with a high Stealth rating), and makes sneaking by ambushes twice as easy. The downside is that it covers your view in a blue fog for the duration of the spell, so if you end up flubbing the stealth check and doing the fight anyway, it's a bit hard to see.

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