Sunday, January 1, 2012

Gladiatrix II: In the Shadows of Darkness - Week 5 Update

There are many temptations in Nova's Cape and some lead to darkness. Felonious Hull offers you a path to great reward, but it comes at a price. To prove yourself, your first assignment is to kill a cat and bring back its body. Each assignment gets progressively darker but offers greater reward. Will you choose to take this dark path?

Module Progress:
  • I didn't get as much accomplished this week as I had hoped. I got stuck on a few scripts that wouldn't cooperate with me, but things are back to a good pace now. 
  • Currently building quests centered around Nova's Cape. 
Download Gladiatrix at the NWN Vault 

 

22 comments:

  1. when you choose to go evil, you can go all out =P

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  2. Mmm... one starts killing kittens, and then... creepy :s It will be interesting to explore that evil path. to see where it leads-

    Have aappy new year, and let's hope it brings you something like a set of inspiration +3 (or more) vs evil scripts ^^


    - Viriatus

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  3. 'aappy' = 'a happy'
    (sorry, it seems somebody I have been casted upon me the 'curse of typos' in its non-dispellable version)

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  4. I like it that you have the possibility to have dark things happen and that you can also go down somewhat darkish-evil paths too.

    Sounds like things are progressing nicely so far! Really do look forward to the sequel.

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  5. I love it. Can't wait to tread down the alley of darkness.

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  6. Just ran across this module. Reminded me of A Dance with Rogues. I'm totally trying it out.

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  7. Today, killing a kitten. Tommorrow, stealing from an orphonage. Day after, being central figure in a demon summoning ritual. And finally, becoming a telesales operator!!

    Have you thought about if someone doesn't chose to go down this path, that you put in hints and encounters that relate to these adventures but from the other point of view of goodness? eg, the PC comes across a boy crying because someone has killed his cat, and pc has the option to buy him a new pet, say a tortoise. Or for one of the later missions (whatever they could be), the pc is hired by the target as a guard for a night. The idea would be not to make these big or long quests, but as short interludes.

    That way when someone replays the module and selects the other path they can go "Hey, look at that, I was the one chasing the cat last time".

    Hopefully that makes sense, cause I'm not sure if I explained that very well.

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  8. I think it is cool that there will be an evil path this time around, but I loled at the kill a cat mission. I mean, really, aside from being evil, what purpose would that serve? What kind of self respecting villain would seriously get someone to go kill a cat?

    I'm hoping this will turn out to be a tongue in cheek sort of thing, or a bit of mockery. Would be kind of neat I guess to start out with something almost amusing, like cat killing, and then move on to things which actually make you stop and feel a bit bad, even if you only did them in a virtual world.

    Estarc

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  9. Thanks for the feedback everyone!

    @Count Marcus - Those are some great ideas! It might be difficult for me to build alternate paths as these tasks aren't really time sensitive. The character will be able to engage these at any time she is in Nova's Cape. So she might start these right away or wait until the end of her time in the city. The way I have it setup now is that she can reject the assignments and then reconsider picking them up later. I'll definitely keep all the great ideas in mind!

    @Estarc - The story goes like this. She meets Felonious Hull at the Hexham guild. He wants someone to perform some rather dark work for him. His first few tasks are nothing more than a proving ground to see if Sierra has enough darkness in her soul for this line of work. He has a significant reward for her if she performs all the tasks. He won't tell her what the next task is until she completes the current task. In Felonious's mind his first assignment is easy - to kill a cat and bring the body back as an initiation. You'll find that each subsequent task gets even darker. The initiation tasks are followed by tasks that will be actual jobs that benefit Felonious. The question is, how far down this dark road are you willing to go to claim the prize? Be prepared to take a heavy alignment hit towards evil for doing these assignments.

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  10. Hi,
    There seems to be a bug with version one where Tessa sometimes does not level up when you set out to rescue Landon, and that leads to the dialogue with Landon ending abruptly.

    Anyway, I had a lot of fun with part 1, and am looking forward to part 2 :)

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  11. Hi Anonymous,

    Tessa doesn't level up on her own. When you get new missions and Tessa rejoins there will be a new leveled-up instance of Tessa. Only one other person said they got stuck trying to rescue Landon and I'm not sure what could be causing that. I don't see how Tessa leveling up would cause that.

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  12. Would be interesting if, on a couple of quests there's a chance to end up arrested and in jail if you fail (rather than just getting killed or failing without consequence). Where you have to then breakout. 1st time arrested may be in a simple group cell with a bunch of other criminals, but if they break out and are arrested again than they get put into a lower dungeon or have to do a trial by combat.

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  13. Maybe I'm wrong about the reason, but I was because her tag did not match the one called by the conversation. Tessa did not talk during the conversations that were supposed to trigger in the forest either (about the creatures they encountered etc.) even if she was close enough to talk. It's like the scripts just could not recognize her.

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  14. I'm part way through Part I, and enjoying it so far. If you don't mind, and if you haven't already, I suggest giving A Dance with Rogues a play through. You might get some good inspiration from it; the writing and style is similar to Gladiatrix, imho, and the author does some very creative scripting.

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  15. Hi Verilazic,

    Yes, I've played both parts of ADWR and love them! They are my favorite community modules although I haven't played many community modules. The only other one I've played is the Aeilund Saga. ADWR definitely inspired me and gave me the courage to release something a bit risque.

    @Anonymous
    That's really strange. There are different instances of Tessa that I used at different parts of the module. The tag should be Tessa8 for the one you travel to the crone's tower with. If you got the assignment from Cypher to search for Landon then Tessa8 should be there to join you with Kristaly. Do you know what tag the Tessa you traveled with had?

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  16. Hey FallynRayne, thanks for responding to my comment. It certainly makes some sense for Hull not to want to waste his time with someone who isn't cut out for the work he's offering. That said, my only other possible concern is if he knows who the player character is. For example, if he knows that she is a champion gladiator, then it would seem a little odd to send her to kill a cat. While skill in the ring does not mean that she is a cold hearted bitch, wasting her time on something small like that seems unwise. If he does know who she is it might be nice to have an option to try to object to the run around, for this first initiation quest at least. If you already have an evil alignment, maybe you can skip it, or maybe Hull can just tell you to fuck yourself, or put on his black hat and show you that you aren't the scariest mother fucker in the room. Or something.

    Forgive me my moment of backseat quest design - I'm sure that however you handle it will be perfectly fun to play.

    Estarc

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  17. I'm guessing that 1st test isn't about how good you can fight, or about if your willing to do distasteful or 'evil' acts. I'm guessing the test is to see if your willing to take orders and do something just because you've been told to even if it doesn't make a lot of sense to you.

    Of course when Fallyn says it's a cat, she may not be telling the whole truth and it could be a 'big' cat, or even a wizard's familiar.

    Than again, it may just be a test to see if you can catch an alley cat, as they are fast and slippery little things, and would be a good test of the characters speed and agility.

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  18. Going off of Count Marcus's idea, maybe you can have the PC redeem themselves at the end because she realized that she did a terrible thing. So she gets a chance to go back in time to do good. Like in Harry Potter and Family Guy, you can't run into yourself because of time paradox what not but maybe you can stop yourself from killing it by finding it first and hiding it or maybe buy one afterwards for the boy if you fail.

    Also if you decided to be good the first time, maybe you though it would have been better to be evil, so you can go back in time and do the evil things.
    So for the people of the world, it would look like you went and rejected the offer to do evil but came right after and accepted it. They would be confused for a sec but I guess you can just say that you changed your mind.
    Another thing to that would be, if you wanted to be even more evil, then you can go back in time and do more evil things on top of what your former self is doing. Also I guess if you were good then you can do even more good things.

    Also it wouldn't be like if you just bring up an old save file because the conversations should be different the second time around or even give you different things to do since you rejected them the first time.

    I guess it would be kind of non linear this way and not be to your taste but I'm just throwing some ideas here and there.

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  19. This is a bit off-topic, considering what's been discussed so far, but I've noticed a trend among games or modules in NWN. That is, whenever romance is involved, there is the feel like it's only the beginning of a relationship, that it's continuation is left as a variable because either the game ends or simply the relationship itself is not properly represented. I.E. Dragon Age 2 with it's 3 year time-leaps.

    Question being, if the character chose any one of the romance options in the previous module, is this one planned to expand on that and push the would-be couple through the hazards of living an adventurer's life as a couple? Even with one or both being rather at ease with their more sexual side, since the character can change only as much as the player wants, will there be an opportunity to change the outlooks (could be represented by alignment or other such) of the romanced henchman?

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  20. Also, apologies if this has been discussed before.

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  21. Hi. If your character is carrying a ring given to her at the end of the previous module then that will be her starting romantic interest. She won't always be with her romantic interest so she'll be faced with other temptations along the way. She may try to engage others romantically in secret or she'll have the option to remain steadfastly to her initial romance by rejecting other advances. She'll also have the option of ending a romance that she might not be interested in any longer ie. giving the ring back. One reason for this option is that there are new romantic possibilities in this module. I can't promise that there will be constant romantic discussion throughout the module because that would be a ton of variables to factor in. I do feel that the romances will have a sense of direction (or multiple directions if your character decides to romance multiple people in secret.) She can end up with only one romantic partner so there will be a sense of finality there. Hope this answers the question :)

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  22. To the other comments about evil and redemption those are some great ideas! I don't want to give anything away if there is going to be an option for redemption or not. I don't want the players just doing the evil assignments and thinking they can easily redeem themselves later. I want the player to go in not knowing if the ramifications are permanent or not. Thanks for the thoughts!

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