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Re: CF: Alchemy Spoiler
> Anthony Thyssen wrote:
>
> This is a reasonable idea, but as Peter brought up, creates problems with
> partial formulas are revealed and player has to put them together.
>
> The player vs character knowledge also comes in other areas - all
> keywords/match phrases - an experience player knows what to say and where to say
> it to get the magical goodies, even if that character never found it. I don'
> see a good fix for that unless you also create a table or something with all
> possibly needed matches. For example, an experience tower can get into the
> tower in navar city (the one behind the mage shops) without that character
> having done any of the prequests. In some sense, I don't know if that is a b
> problem - if you put things like special keys, the player will still know whe
> to go to get that information, and still bypass a lot of the work.
Actually, I played a game once which had a good "fix" for this.
Players would receive a MARK on achieving a partial quest. They would
have to possess this MARK to get past/into certain areas. We could
put an invisible object in the player, and implement a doorway which
would only pass those who are MARKed.
I wouldn't mind implementing this and changing my own maps so that
players would require the MARK to use the alchemical formulae they
find in my maps. It's reasonable too: you can rationalize that
the player would need actual hands-on experience with how to execute
the formula as well as a simple list of the ingredients.
> Perhaps some of hte problem is the alchemy formulas seem to be too rare in t
>hat
> it takes multiple characters to really find complete formulas.
Well, we really ought to have more alchemical quests, and retrofit
more formulae into existing maps as sort of side interests.
PeterM
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