Svinik Posted September 14, 2014 Report Share Posted September 14, 2014 I'm thinking about writing some fairly simple easy-introduction to the game adventures, but think they might work better as co-operative pieces. What deters me, is my lack of technical skill in this area. I can write the text, list out the options, etc, what I can't do is the actual game mechanics stuff. Is that something that the DLC17 team would do normally, or do they prefer writers to do it? Each adventure chain revolves around a club / social group. These are quasi-tolerated activites where the Yr 1 students are really only just slightly getting involved, but which Yr 2 adventures might expand on. The idea is for fairly formulaic pieces (to simplify the writing and make it easier if other people want to write a stage or 2). Each stage of the adventure having 3 phases usually, with each phase giving the chance for a skill-up in a core skill for the club, a relationship game with a student or a professor, and then either a minor cash/wierd item reward or a skill-up in a non-mainstream skill. Possible ideas include: Rimbal Supporters Club 1st years aren’t ready for “real Rimbal” but the students play informal games, and team talent-spotters look for promising students at these games, and encourage supporters to assist the teams. Cleaning the grounds Vandalism and vengeance Practice makes perfect The friendly match The unfriendly match The match we shall not mention to adults Owning the field Core skills: Rimball plays, rimbal positions, rimbal tactics, endurance, tactics, competition, running Repeat skills: Command, Leadership, Logistics, Manner of a Champion, Strategy Skills: Wrestling, Negation spells, Field Medicine, Schoolyard Education, Incantation Spells Preliminary potions 1st years don’t get a full class for potions, they do some basic potion-making in various different classes but that’s all. Those students who wish to practice potion-making on a more coherent basis are encouraged by Matain Leith out of school hours as the genial teacher encourages interest in his beloved subject. Preliminary potions A clean bottle A slight mishap Boom badda boom-boom-boom The beauty of the bang Intervention Pure sources Dreams in a bottle Core skills : Alchemical tools, Analyze, Chemistry, Poisons. Skills: Orthography, Temperance, Test-taking, Forgery Code Duello Students are encouraged to settle disputes that get too serious with duels rather than excessive prank-wars, or out-of-bounds bullying that could lead to permanent injury. Code Duello is the Duellist club, dedicated not so much to such arguments, as the “beautiful game” of the duel. The beautiful game Fighting stance! The perfection of the circle The need for discipline When anger flares The need to clean Soft words and serious bruises Core skills: Demi-tour, Duel conduct, Duelling circles, Duelling forms, orthography. Repeat Skills: Field medicine, theory of negation, negation methods, negation spells, negation phemes, theory of incantation, theory of revision. Skills: Manner of a champion, Minetan swagger Explorer’s Club After a “discussion” with the Headmaster 4th year student Tario Exiol “agreed” to run a social club for the more exuberant younger students. Now in its second year Tario’s explorer’s club treads the thin line between “allowed if you don’t get caught” and “not tolerated”. The explorer’s do however provide a handy outlet for teachers to assign a detention-like punishment without a professor actually having to bother sitting in the classroom through the detention by simply ordering a trouble-maker to lead an expedition of younger students to a named site and short essays to be written about the trip. Learning to pay attention On the track(s) The admirable Admiratio Shopping at X’s A night at the zoo The mercenary guild and the favour Core skills: Animal Husbandry, Cartography, Climb, Knots, Seeking friends in High places, Wilderness Survival, Hunting, Scent detection, Scouting. Repeat skills: Escape Artist, Infiltration, Move Silently, Danger Sense, listen, hide, lock-pick, puzzles, schoolyard education, wit Noblisse Olige The socially superior often struggle to deal with the undeserved envy of their inferiors. Noblisse Oblige is a club organised to help the aristocrats show their charity to their inferiors, although in practice the club is frequently more interested in arranging social events for its members and covering up indiscretions. Adventures Charity begins with ones inferiors The Duty of the Better-Bred The best help is leadership Dinner at Percy’s A faux pas and an opportunity A need for discretion Core skills: Diplomacy, Etiquette, Intrigue, Politics, Worldliness, Bluff, Dating, Innuendo, Social skills Repeat skills: Satyric Revelry, cosmetics, court hairstyles, courtly fashion, perfumes Skills: Famous speeches, grammar, practical jokes. The Bookworms The Bookworms are volunteers who assist with the library (under the watchful gaze of the librarians). The club is seen by some as merely an excuse for the bookish to avoid the outdoors and visit the library out of hours. The librarians meanwhile see the club as handy fodder and, in the case of the more merciful librarians, a way of getting one group of students to sort out trouble caused by another group without the librarians officially having to notice it. Adventures: A fascinating read Filing and fury A Night at the Library The Day after the Wild Night Before The Book Thieves [strategy, mimicry] Returning the unfortunate borrowing Ink and Orthography Core skills: Cryptography, Decipher Handwriting, Filing, Library Knowledge, Bookbinding, Forgery, Forms, Illustration, Ink Compounds, Orthography, Study Habits. Skills: Interrogation, Magical appraisal, Elumian, Oncestrian. Saint Pai’s Petitioners Not every student is a megalomaniac in training, some are filled with a true sense of charity and desire to help the stricken, or in need of a professor’s favour, it’s much the same thing in the end. Saint Pai is the recipient of many petitions for aid, as part of the Academagia’s community support program. Professor Leith’s request Professor Rupprecht’s letter Professor Briardi’s house Professor Knoht’s odd errand Professor Orsi’s inexplicable chore Core skills: Ethics, Oratory, Piety, Prayer, Theology, Veneration of the Saints, Composure, Empathy, Worldliness. Repeat skills: Baking, Greengrocery, Recipe’s, Roots, Fish, Transport, Negotiate. Skills: History (clues to task) [The Calamities, The Captivity of Man, The Early Empire, The Exile, The History of Magic, The Middle Empire, The Second Captivity] Questions: 1. Does this sound like a useful/possible idea? 2. Does the idea of social clubs sound reasonable? 3. Is there a way of listing out students in a club so that the adventure can insert a random clubber? 4. What students should be in each club? 5. With potentially 3 benefits per action, I don't think that an ability point/big item should be needed for the final stage - basically these adventures are substituting for a new action designed to rapidly train various skills. 6. Do any of the clubs sound more interesting than the others? I doubt I'd get to write all of them even with help so some focus would be needed. 7. Would any other clubs be better, i.e. an orchestra society for music-lovers, a familiar's club for training your familiar / bonding with it, a Battlemace club, a Gamblers Bridge club? 8. The explorer's club (possibly a scout-unit type of thing) is a way of introducing some interesting locations people might otherwise miss - what locations sound "right" for the club? Thanks for the help / advice / etc Svinik Link to comment Share on other sites More sharing options...
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