Frayed Knights - Starting In the Middle
Here’s a cool thing about RPGs in general, which has been true since the first “white box” D&D books were released to the public: They are designed with built-in character progression that matches the player’s learning curve. At first level, or the early stages of the game, your character isn’t very powerful, and doesn’t have many options. If you played the “Fighting Man” in original D&D, most of the time your practical options consisted of moving somewhere and / or trying to hit something with your weapon. Later, you’d get some more interesting choices, like whether or not to drink a healing potion or which of your godlike weapons to use against which monster. Still, pretty straightforward stuff, but with the fun of role-playing a character, and the idea that you were still pretty open to try anything to be adjudicated by the Dungeon Master (the person running the game), it was pretty good.
With my decision to released Frayed Knights as a trilogy where you can carry on your progress through all three games, I’ve gone and royally screwed that all up. Players jumping into Frayed Knights 2: The Khan of Wrath without having played the first game will be controlling well-developed characters.
Crap. I’m not the first. Not by a long shot (Hello, Wizardry 2 and 3!). Nor will I be the last. But it’s definitely a design problem. In FK2, I’m kinda working around this by starting with a flashback from earlier in Arianna’s career, which acts as a tutorial. It’s a little cheesy as a game design aid, but hopefully it will help. I fully expect (in fact, I fervently hope) that there will be a lot of players trying our Frayed Knights 2: The Khan of Wrath who have never played Frayed Knights: The Skull of S’makh-Daon, and I want to make the learning process go as smoothly as possible.
Information aboutFrayed Knights