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About Andor

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  1. That is tremendously helpful actually. Thanks. I do enjoy the game, but the learning curve for really wringing the marrow out of this game is steeper than for Dominions. The boards are fairly eye-opening that way. Plus the release rate is a bit of a concern. I'm in my 40's so by the time the last year comes out, sure, I'll have plenty of free time to play in my nursing home, but dementia will probably limit my ability to really game the system.
  2. I bought Academagia several years ago. I've probably played a couple of dozen games. Then I come on the boards and you guys are saying things like "Well, I think that was a pretty good play-through but my lowest stats are still below 50, and there are 2 students not in my clique. Plus I didn't finish 4 adventures!" I exaggerate there, but only slightly. I understand that it's possible to plan routes through the game to get to those levels of accomplishment, but it requires encyclopedic knowledge of the games characters, places, spells, mechanics and adventures. And I don't even come close to having that even with all my play time. Hell, I still haven't managed to craft an item and I devoted 5 play-throughs to trying to figure that one out. So where do you guys get the data to plan this stuff out? Is there an handy excel sheet or a wikia I don't know about? To be fair I'm not likely to sit down and spend 20 hours figuring out an entire run thorough in advance down to the last action the way some people seem to, but I'd like to actually see some of the plot related adventures through, and I don't even know which ones they are! Cheers, Andor
  3. Actually one of the things that tends to irk me in playing is that sometimes a challange will call for the weirdest skills and completely ignore the obvious ones. "Farmer Joe needs you to build a wall" "Diplomacy - Ask the rocks to stack themselves," "Negation - Canel the lack of a wall." "Needlepoint - I like pie." And I as a player am left to wonder why my maxed out masonry, stonework, transport or incantation doesn't apply. (The above is not an actul example,... But it's pretty close.)
  4. Actually on reflection I'd probably use World Tree which is the Ars Magica system expanded with a couple more magic skills and a lot more mundane skills as well as a lot of daily utility magic of the sort most game systems ignore. (My complaint about D&D magic for decades has been "Hundreds of ways to blow stuff up, not one way to heat your house.") You guys don't have a handy source book that could be used as a PnP resource, do you?
  5. You know, one of the thoughts I had about this game was that the complex Master-subskill system might benefit from detaching them. By which I mean that the sub-skills don't have to be unique to each master skill. For example "Diction" might be a sub-skill for Oratory, and Debate and Enspell. Raise it for one and you raise it for all. Although as always to raise the master skill you need to get three sub-skills up. This would vastly streamline the skill system, although probably at the expense of making advancement too rapid. It's too late to do that now of course, but if I were to try making a table-top version of this game I would almost certainly do that, or something like it. ... Actually I would just use Ars-Magica. As it stands I don't have a clear enough idea of how things are supposed to work to meaningfully transfer the game to PnP.
  6. I bought Academagia a while ago, and recently picked it up again and played a few more games. I really do like this game but I have one big issue with it. I feel as though I'm too busy wrestling with the meta-game to actually come to grips with the game itself. I want to cast a spell which needs the planning skill. Cool I'll train it. Oh wait no. I can't find it. Either I simply missed it in the hundreds of sub skills or I didn't discover it yet and have no clue which skill to research because there is no discerable logic to sub-skill placement. Artifice for example is under sabatoge. Why there and not forge, art, caligraphy or any other place that might make more sense than sticking it under the skill of destroying things? No idea. And some things that should be reasonable to accomplish are far too much work to discover. I've spent a few game trying to do nothing more than actually forge an item. This last game I finally stumbled across the right catalogue to learn the recipie, or so I thought. I bought a few pamphlets of recipe, managed to read them and found... nothing. The recipe was not added to my recipe section, not reasearch, not lore. Finally I try the artifice action, and there the recipe is. Only it calls for a bunch of components which the pmphlet did NOT teach me how to make. So how do I make a sword? Beats the hell out of me. I don't even have a clue as to what the right venue to explore is, and that's after having played probably a dozen or more games with a few of them dedicated to nothing more than figuring out how to. And that's not because the process is that big a mystery to my character. He's a damn good smith with access to several forges, a school that teaches smithy, and a job as a weaponsmith. But the meta-game is so impenetrable I'm lost. I'm sure that I'll figure it out eventually, but I really feel I should not have to play a game a few dozen times to figure out the only way to accomplish what should be easily achievable. Just my 2ยข
  7. I think the odd skill-subskill relationships is a facet of the absurd number of skills. When you have 7 different skills that all do the same thing you need to stick them all under different skills somehow. For example having 'Brute Strength' under the 'Bully' skill set makes sense. Or it would if there wasn't already a Strength STAT which is oddly enough unrelated to the Brute Strength skill. Worse some of the skill checks use the skill when they should clearly use the stat. Unless for some reason athlete are worse at lifting heavy weights than skinny mean kids?
  8. Oh there are formal classes for Gates magic! You see there is this secret university devoted to it's study and all you have to do is ... Did you hear something? I could have sworn ... No! Stay back! ...
  9. If you're in the era of steam the correct term is 'velocipede'. Which is much cooler anyway, if more of a mouthful. I ride motorcycles btw, I don't even own a car at present. But I've always thought the man who rode this had to be a certifiable lunatic:
  10. I'm reasonably sure that hexapodal, flying, firebreathing, hot-blooded, sentient, magic using beings do not qualify as 'reptiles' even if they do have scales. Although I could see the average shmoe on the street not knowing any better. Heh. That could actually be a funny event encounter with a travelling carnival or exotic animal show that is displayng a captive "dragon". Which of course is nothing more than a small alligator or the like. Chaos ensues which your student can correct or contribute to as his whims and those of the dice decide.
  11. Speaking of feedback, could we get a message when we lose an emotional state as well as when we gain one? I know I've spent extra actions trying to chase away negative states that were already gone, or flubbed rolls because I thought I had a positive modifier I'd lost.
  12. There is an event where some idiots are playing catch with a potion-bomb in the hallway. When the teacher intervenes she's mostly miffed that the bomb is so weak and makes a comment about how when she did this back in her day they never found most of the roof. There are a few other events like that where horrific threat to life and limb is treated as about as important as a glass of spilled milk.
  13. Wait... we have to go through that endless series of questions at the end of the game and it doesn't save it? *headdesk*
  14. While I'm suggesting things (I think someone already brought this up but...) how about some way to have some idea of what a merchant sells other than by memorizing their description when you discover them? There is no pop-up and they aren't in lore or locations. Going shopping amounts to relevence roulette. Oh yeah, I'm still having issues with useless books, btw. Even after identifying them they still don't show up as a study or read action, ability or item.
  15. Speaking of things that should be displayed, how about the time? This game is kind of a clock burner, and knowing I should have gone to sleep half an hour ago would be handy some times.
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