CremePudding Posted September 14, 2013 Report Share Posted September 14, 2013 I am moving all my unanswered act 1 suggestion hereto avoid cluttering up the General thread Feel free to post here too if they are for Act 1. ==== Restoring the Keep ==== Act 1, G2 and G3 Maybe give G3 a Mechanic option? They are probably better at solving puzzles and G2 looks like a superior option given that you can move on for 2 point of damage while G3 looks like a trap option that have you retry while wasting Boons. Or a riddle for G3 so they don't look nearly identical side-by-side. Act 1, CG1, CG2 and CG3 You might want to just straight up railroad the player into CG2 if going into CG3 just tell you to go back to CG1 -> CG2 -> CG3, or add an option in CG1 to temporary drop the box for the time being. Act 1, Abandoned Beerhall Should be Abandoned Tavern as it is referred to by the other paragraphs. Act 1, Beer Cellar Scrounging or Skullduggery should give a little bonus here. I recommend Scrounging, given that it is for finding loots and a secret inn room is mundane enough for that. Closet loots ahoy! Act 1, Guardian 2 Maybe Kroach-kin and Leadership should grant a slightly easier roll seeing that their storie are likely to be a touch more exotic or inspiring? Maybe Dark-breaker too, but I am not far enough in the book to see how useful that is. Act 1, Guardian 4 It might be nice to move the refuse-to-pick-a-number option below the If you roll ____, go to ____, because it is too easy to mistake it for dialog. Personally speaking, it might be a good idea to make a G4.c so people who refuse won't notice that it leads to the same page as rolling 2-4 (G4.b). Not a big problem in the book, but it helps make the book less meta-gamey in the iOS version. Link to comment Share on other sites More sharing options...
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