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[Discuss] Beluaterra's unending Daimon invasion.

Tom Vogt tom at lemuria.org
Thu Jun 26 09:57:58 CEST 2008


Am 25.06.2008 um 18:30 schrieb Anthony Cerqueira:

> There was a thrid problem which seemed rather insane to us, no one  
> really wanted to know. Those few groups who managed to piece  
> together information recieved little to no assistance from others,  
> and their findings were largly ignored. As an example, an Old Grehk  
> adventurer managed to get to the other world and back, and was given  
> apparently vital information about the nature of daimon recruitment,  
> they need to fight once a day. Logically you'd think people would  
> try to avoid fighting them after this revalation, to test if that  
> decreased the number of foes, or made them weaker in some way,  
> however everyone instead redoubled their efforts to fight them.
>
> So part of the problem was getting information, the other problem is  
> getting people to listen to the answers.


The other "problem" if you want to call it that, was that we ran a  
large number of character plots. At least a dozen player characters  
were "turned to the dark side" and worked for the Daimons. As spies,  
informers, saboteurs, everything. Unfortunately, when they were  
discovered it was usually hushed over, so most players never learnt  
about that, never experienced that "you can't even trust your friends"  
feeling we wanted to create with that.

But it was fun having continuous updates about almost every realm on  
the island from traitors. I do wonder how many of them were double- 
agents, though. :)

The Daimons almost managed to put one of their puppets on a throne as  
well. That would have been great fun.


The the fourth "problem" regarding hints is that some of them were  
simply false and misleading, and intentionally given out by puppets to  
disrupt counteractions. I think we overestimated the organisation and  
depth of those counteractions, though, and disrupted them way more  
than would have been necessary.



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