11/8/2023 0 Comments Fabled lands books bgg![]() Ofcourse, Ironman mode requires good knowledge of the game and having a plan. ![]() On the contrary, a core concept of the game is to have an ongoing cash flow, use resurrection deals and get back into the game by using your stashed items and cash in town houses, merchant guild accounts, etc or grind new cash/items again to continue. Also, failing a quest is not the end of the game it's how your character's story is built up. Quests that have big impact on the world are NOT dependant on items which you can obtain only once and never obtain again. The given example is not game breaking at all. It's the same as your version contentwise but I find your version a bit too hard to read as. By the way: I downloaded the book again from another website as a PDF. The connections between the book seem to work as far as I can see. For example, losing all of your possessions on resurrection which would result in losing any quest items (which in the books can't be re-acquired), is that still the case? I think I'll start a character in book 7 then, if necessary I'll travel through the Violet Ocean in book 3. The reason I ask is because Fabled Lands (aka Quest) has some portions that could be easily be considered game breaking. Just to stress out something that I think was left unclear after re-reading the first post again. ![]() Unless, of course, you are not on Ironman mode and you decide to save/load. Part of the reason is why I've reworked the House Stashes as a mean to have items travel safely between your owned Houses/Hideouts. Also, weighing on the the openness of the world and the various quests you could attempt, failing some of the missions is absolutely fine in the bigger picture. Some quest lines address the fact that you've lost it or had it stolen from you (by other adventurers or. Your playthroughs varry if you lose your possessions (various ways to happen) and if there was a quest item amongst them, you'd fail the quest. The thing is I want to keep that aspect of the weight of your choices. Be anyone you want: explorer, merchant, priest, scholar, thief, wizard, or soldier of fortune. I understand, similar to how other RPGs or aRPGs are doing it by being able to acquire the same quest item from an NPC, loot your body, it's 'stuck' in your inventory etc. The original Fabled Lands gamebooks, written by Dave Morris and Jamie Thomson, and beloved by many, have been transformed into an epic, digital adventure of interactive fiction with a massive game world. The given example with quest items was one of the things I was considering at an earlier stage, back when we had the first demo last summer. I've fixed exploits of some of the grindy locations that provided too big of rewards, played with the starting curve of characters and the first area you begin your adventure, etc. What I've mostly tried to alter is the balance. Aside from the skills and combat system which is indeed the biggest change, the rest I've tried to keep true to the original as much as possible with subtle changes whenever necessary.
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