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Posted

May I once again reitarate "Why would you kill cute little sheep?!"?

To make sure none of them are actually Direwolves in disguise.

Docken justifies it in-universe because the Veterans paid Farmer Donauld to set the Fields up so that heroes could kill stuff there, so killing all the animals in Fields is not only temporarily removing infestation from farmland, it's fulfilling the purpose of the Fields and ensuring that Heroica's resources are not wasted.

(Not that I need an out-of-character or in-character reason to kill stuff for loot and XP. Ah, the joys of not bothering with roleplaying. :grin: )

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Posted

But there was probably just one stupid sheep that wandered into Donauld's hunting fields, and the rest of the bloody folk followed. Sheep are adorable but stupid. :tongue:

Posted

"...Uh... we have a leak in here. Give us a few minutes to lock it down. Big leak. Very dangerous."

:laugh:

"Who is this? What's your operating number?"

I'm in a Star Wars-quoting mood today for some reason, and I love that Legonater's helping satisfy my desire for Star Wars quotes. :grin:

But there was probably just one stupid sheep that wandered into Donauld's hunting fields, and the rest of the bloody folk followed. Sheep are adorable but stupid. :tongue:

That's why we lynch kill them all. :ugh:
Posted

I have to say, even though I passed out in my quest, I'm learning a lot by reading how everyone else in the quest is doing. Thanks for letting me on Steerpike, Sandy! :sweet:

Posted

...I don't follow? :blush:

Sorry, you mentioned how Sorrow in a suit would look like Slenderman, so I made a reference to Slender: The Eight Pages. I was hoping you'd get it.

*scratches Slender off of his list of things to reference in Heroica.

Hovers over Paper Mario: The Thousand Year Door*

I can still use you yet... :laugh:

Posted

Hovers over Paper Mario: The Thousand Year Door*

Gimmiegimmiegimmiegimmie! :drool::wub:

Paper Mario: The Thousand Year Door is just amazing. I have played through it completely... 17 times, now? :blush: A lot of it has oozed into my work over my quests.

Posted

...I don't follow? :blush:

That's it, all your loot for the rest of the Quest goes to Arthur until you play Slender: The Eight Pages and/or record yourself doing it. :poke:

Well, or you could watch

...
Posted

Gimmiegimmiegimmiegimmie! :drool::wub:

Paper Mario: The Thousand Year Door is just amazing. I have played through it completely... 17 times, now? :blush: A lot of it has oozed into my work over my quests.

Then you'll be happy to hear that the entirety of my first story arc is going to be literally a love letter to that game! :wub:

The individual quests will vary heavily from the game, since I don't remember there being a jailbreak in the game (except in the Great Boggly tree, but that was different), but the whole idea is very similar to the game. I have even conceived my "Shadow Queen" boss, if that's what you'd like to call it. :devil:

I'm also up in the air about what to do after A Secret Under Eubric (which also begins sign ups tomorrow!).

The three options are:

-Follow up to A Secret Under Eubric involving a jailbreak, very stealth oriented.

-Follow up to A Secret Under Eubric involving finding a mysterious artifact, scary as all hell.

-Follow up to Grim Grinning Ghost, involving Violet and Aldus's wedding, comedic in tone.

Any thoughts?

Posted (edited)

That's it, all your loot for the rest of the Quest goes to Arthur until you play Slender: The Eight Pages and/or record yourself doing it. :poke:

Well, or you could watch

...

The horror genre doesn't do it for me. After I saw the model of Slender in Slender's Woods, he officially became a joke. :tongue:

And Sorrow isn't taking you to the Kitty Kennel after we stomp Violeta and co. if you don't play the Paper Mario series. :poke:

Speaking of horror, however, I'd be interested in creating a horro-esque quest down the line. I feel as if there is always going to be some sort of disconnect or barrier in the immersion since you never see the direct result of your actions immediately after, so you'd have to rely on tension and paranoia... things many QMs have created. You'd just have to play your cards correctly to actually scare people.

"Shadow Queen" boss

Congratulations, you may be the first QM to succesfully utilize the childhood trauma of one of your players. Damn you. :enough::grin:

Edited by Endgame
Posted

Speaking of horror, however, I'd be interested in creating a horro-esque quest down the line. I feel as if there is always going to be some sort of disconnect or barrier in the immersion since you never see the direct result of your actions immediately after, so you'd have to rely on tension and paranoia... things many QMs have created. You'd just have to play your cards correctly to actually scare people.

I think something like Dastan would work well for a horror Quest, though the isolation would have to be enforced via PM.

Actually...that gives me some ideas... :devil:

Posted (edited)

Another option: scenery shock. Do something that so utterly rocks the world around the heroes that it becomes downright scary. Imagine if heroes were inside a city when it suddenly is about to be evacuated due to a giant flood (which the heroes are in the path of), or they suddenly got flung into The Regret's delusion of the "Perfect World". That'd be downright scary.

Edited by Endgame
Posted

Another option: scenery shock. Do something that so utterly rocks the world around the heroes that it becomes downright scary. Imagine if heroes were inside a city when it suddenly is about to be evacuated due to a giant flood (which the heroes are in the path of), or they suddenly got flung into The Regret's delusion of the "Perfect World". That'd be downright scary.

Ooh! Or a plague! Plagues are terrifying! :devil:

~Insectoid Aristocrat

Posted (edited)

Before I was set on the story arc I'm doing now, the arc I had in mind involved a marauding group of Gnolls who were terrorizing the area around the Waldurk forest. The party would have been led by a Lion Knight captain who's hired the hero's to assist in protecting a town from a planned raiding party. Before you even reach the shores of Draida bay, the man rowing you out to mainland stops off shore and tells you to swim the rest of the way to shore. He's too terrified of what's in the area to actually go any further! :grin:

Later on, in the dead of night, the party comes across an overturned wagon, with the soldiers and merchants all dead, and ripped to shreds. :devil:

I still have the urge to do it, since the whole quest is paranoia fuel, not knowing if the voice your hearing ahead is a woman in distress, or a Gnoll raiding party, waiting to rip you to shreds.

I have to say, even though I passed out in my quest, I'm learning a lot by reading how everyone else in the quest is doing. Thanks for letting me on Steerpike, Sandy! :sweet:

If you're interested, I've got my next quest aimed at lower leveled characters! Also, I'm glad to hear you're still having a good time! The story's holding up really good, and I like where this is going Sandy! :thumbup: Edited by Kintobor
Posted

Another option: scenery shock. Do something that so utterly rocks the world around the heroes that it becomes downright scary. Imagine if heroes were inside a city when it suddenly is about to be evacuated due to a giant flood (which the heroes are in the path of)

That's cool, I just got immunity to water chucked into my gloves. :tongue:

Posted

I still have the urge to do it, since the whole quest is paranoia fuel, not knowing if the voice your hearing ahead is a woman in distress, or a Gnoll raiding party, waiting to rip you to shreds.

...And then the entire concept gets borked by some guy with a magic compass. :tongue:

Posted

Well Waldurk is supposedly haunted, isn't it? One could easily mess with the compass. Or am I just making stuff up?

No, it's been shown that some things can interfere with Magic Compasses. Besides, you have to have some idea of the specific individual or object you're looking for, so if you don't already have some idea of what you're hearing, you can't use a Magic Compass to see if it's really what you think it is. Or to put it another way, you don't know who is calling out and needs your help, so you can't use the magic compass to look for them; and if you try to look for "the nearest group of gnolls", you'll either get it spinning wildly because there are so many nearby--or better yet...

The compass spins around...and points directly behind you!

*cue ending of Slender: The Eight Pages*

Posted

No, it's been shown that some things can interfere with Magic Compasses. Besides, you have to have some idea of the specific individual or object you're looking for, so if you don't already have some idea of what you're hearing, you can't use a Magic Compass to see if it's really what you think it is. Or to put it another way, you don't know who is calling out and needs your help, so you can't use the magic compass to look for them; and if you try to look for "the nearest group of gnolls", you'll either get it spinning wildly because there are so many nearby--or better yet...

The compass spins around...and points directly behind you!

*cue ending of Slender: The Eight Pages*

Precisely! The whole quest you don't know who's out there, or what's going to happen! And a majority of it takes place at night, with a pack of trained, bloodthirsty Gnolls on your tail. I may have to plan this one out actually...
Posted

The party would have been led by a Lion Knight captain who's hired the hero's to assist in protecting a town from a planned raiding party.

I'm not directing this specifically at you, Kintobor, but since it's reminded me: Even though the Lion Knight trilogy has been over for a while and I haven't moved any quest of mine beyond the concept stage, I do still have plans for the faction and its NPCs, so I would like to know before anyone includes anything Lion Knight-related in their quests. (I'll probably be okay with it as long as it doesn't mess too much with my existing NPCs, but I still want to know before it happens.) Thanks! :classic:

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