Welcome to RPGWatch. Its good that you are open towards fans so I will ask something:
- Are you going to keep that novel approach to dialogues? My initial impression is that there may be too much description text. Now it seems ok, but in the whole game.. I would advice to tone it down a little. We see the characters in game. We dont need to read every nod or gesture that doesnt add anything.
- Could you briefly describe non-combat activities and skills (aside from dialogues)? For example alchemy? Crafting and survival skills? Identifying of magical items? Stealth? Some puzzles?
Good luck with the campaign!
Thank you for the support! To answer your questions:
Novel-like Dialog - Yes, that is staying. We might tone down the descriptions though, if it’s too much. Concise language is key to good descriptions. We won’t be animating the characters in dialog though, so all those gestures and minor things will need to be conveyed through text.
Non-combat Activities - We’ll cover this more in an update. But it will be things to bypass locks, steal, manipulate traps, identify items, repair equipment, barter, gamble, plus all the conversation stuff. There will definitely be puzzles. Crafting is on the stretch goal list.
Please let me know if there are any other questions you need answered
- Joined
- Jan 6, 2016
- Messages
- 6