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Old January 23, 2023, 02:49   #51
Nick
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The plan is to set the game after the third kinslaying, with all the major elven strongholds destroyed and the land overrun by servants of Morgoth. So there should be a feeling of walking through the broken remains of everything the Noldor and the Sindar had created.

I also plan to have a fixed timeline, so if the character survives long enough the Valinorean host should arrive in preparation for the War of Wrath. I'm leaning toward that being the end of the game, but am not sure what the player should be trying to achieve by then.
OK, surprising nobody, I've changed my plan again.

New plan is:
  1. Start with rewritten Sil;
  2. Extend by adding a (relatively) small amount of map outside the dungeon, and start the game out there too, adding monsters and altering the skill/ability system as needed;
  3. Repeat 2 until we have a complete map. Easy, right?

My hope is that doing things incrementally will ease the transition from the beautiful, finely-cut gem of Sil to ... whatever Frankenstein creation this turns out to be. The immediate implication is the game will now be set between the Dagor Bragollach and the Nirnaeth Arnoediad, around year 460 of the First Age. It is likely that there will be new skills to support travel and probably negotiation, that the experience pool will be split in some way that constrains what it can be spent on, and that abilities may be only available in some locations.

Now you know as much as I do
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Old January 24, 2023, 23:46   #52
MicroChasm
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OK, surprising nobody, I've changed my plan again.

New plan is:
  1. Start with rewritten Sil;
  2. Extend by adding a (relatively) small amount of map outside the dungeon, and start the game out there too, adding monsters and altering the skill/ability system as needed;
  3. Repeat 2 until we have a complete map. Easy, right?

My hope is that doing things incrementally will ease the transition from the beautiful, finely-cut gem of Sil to ... whatever Frankenstein creation this turns out to be. The immediate implication is the game will now be set between the Dagor Bragollach and the Nirnaeth Arnoediad, around year 460 of the First Age. It is likely that there will be new skills to support travel and probably negotiation, that the experience pool will be split in some way that constrains what it can be spent on, and that abilities may be only available in some locations.

Now you know as much as I do
That seems like a super cool idea! I'm definitely interested to check it out when it is playable. Good luck with the project.
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Old January 26, 2023, 12:23   #53
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Originally Posted by Nick View Post
New plan is:
  1. Start with rewritten Sil;
  2. Extend by adding a (relatively) small amount of map outside the dungeon, and start the game out there too, adding monsters and altering the skill/ability system as needed;
  3. Repeat 2 until we have a complete map. Easy, right?
That sounds awesome. We tried hard with Sil to combine tight gameplay mechanics with a much more (first age) Tolkienian feel. One area where we didn't do very well on this is that it is all set inside a dungeon. While there are prominent sequences like that in Tolkien's works (under the Misty Mountains in The Hobbit, Moria in the Lord of the Rings, Angband in The Silmarilion), the first age is full of so much more colour and life and beauty that we couldn't capture.

Mechanically, it would be a great opportunity for exploring terrain types we discussed previously that make less sense in a dungeon, but provide their own interest. e.g. passable scrub that still blocks LOS (and LOF?), or water etc.

That said, most of the terrain near Angband is bleak, so it might take a while to get to some of this pretty stuff.
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Old January 26, 2023, 23:46   #54
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Mechanically, it would be a great opportunity for exploring terrain types we discussed previously that make less sense in a dungeon, but provide their own interest. e.g. passable scrub that still blocks LOS (and LOF?), or water etc.

That said, most of the terrain near Angband is bleak, so it might take a while to get to some of this pretty stuff.
Yes, one of the problems with this approach is that the early stages of expansion are going to start with a boring trudge across the desert.

The question of how to deal with travel generally is a bit tricky. Currently I'm thinking of a travel skill, with abilities for things like staying fed, avoiding monsters and getting through difficult terrain, that lead to an ability for fast travel which largely abstracts the process away. I also want to be featuring the map, though, so it will take some balancing.
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Old January 27, 2023, 00:38   #55
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One alteration to the Sil formula after you've recreated the mechanics could be changing the setting slightly though?

Say, Nargothrond YS 495-500? Instead of retrieving a Silmaril, the player is tasked with reclaiming the Nauglamír from the hoard of Glaurung. An underground elven city against the pictoresque backdrop of Taur-En-Faroth and the mighty Narog should provide ample vistas of wonder to showcase, no?
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Old January 27, 2023, 03:20   #56
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One alteration to the Sil formula after you've recreated the mechanics could be changing the setting slightly though?

Say, Nargothrond YS 495-500? Instead of retrieving a Silmaril, the player is tasked with reclaiming the Nauglamír from the hoard of Glaurung. An underground elven city against the pictoresque backdrop of Taur-En-Faroth and the mighty Narog should provide ample vistas of wonder to showcase, no?
Many things are possible

I am kind of planning to have other goals besides retrieving a Silmaril. Options there include having more than one goal per game, or choosing a goal at game start. Having multiple settings is also a possibility. None of this is going to happen in a hurry, though...
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