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Post by misomiso on Dec 27, 2021 9:21:24 GMT
I like the Fear Score in House of Hell as it kind of acts like a counter that you have to keep track off, and the Magic score in Citadel of Chaos is also great as a kind of 'Mana' ability, though having Magic cost Stamina in the Sorcery! series is very good as well.
What are the best 'Alternate' attributes in your view? Which ones add the most to the story and gameplay?
ty
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Post by philsadler on Dec 27, 2021 10:23:21 GMT
I agree with Fear in HOH, the single best extra stat in all of FF, methinks.
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CharlesX
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Post by CharlesX on Dec 27, 2021 10:49:42 GMT
Having a time track can generate a sense of pressure. I like the Faith stat in Vault as much for its atmosphere as it's exciting effect. Can be OK to roll for your gold, but like Fear, best if you don't have to roll a minimum amount. Also think the Evil stat in Dead Of Night is atmospheric, as well.
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Post by Peter on Dec 28, 2021 6:48:40 GMT
Crew Strike and Crew Strength, and Shields. Stats for your vehicle/team, as separate from your personal stats, can add another dimension. It's a shame these things haven't always been successfully deployed.
And Armour is a good idea for a futuristic adventure. It is a realistic addition to the setting.
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kieran
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Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Dec 28, 2021 11:21:26 GMT
I'd second Armour, brilliant concept that greatly adds to gameplay. A lot of the other stats are nice ideas but poorly implemented (eg Willpower in Beneath Nightmare Castle) or just plain bad concepts (eg Presence in Island of the Undead).
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CharlesX
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Post by CharlesX on Dec 28, 2021 11:30:30 GMT
I'd second Armour, brilliant concept that greatly adds to gameplay. A lot of the other stats are nice ideas but poorly implemented (eg Willpower in Beneath Nightmare Castle) or just plain bad concepts (eg Presence in Island of the Undead). I thought the main effect of Presence was in the final battle with the Dire Spectre, where death from Presence drain killed me around as often as death from Stamina loss.
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Post by The Count on Dec 28, 2021 14:15:58 GMT
Faith in Vault is probably the best used and implemented
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Post by bloodbeasthandler on Dec 28, 2021 16:06:33 GMT
If done properly, time ought to be the best.
By mapping out a series of events in a chronology and placing the player within that timeline, the player's experience of the book can vary. For example, there could be an important NPC targetted for assassination by the baddies. Arrive 'early' and have a chance of preventing the attack before it happens. Arrive at the time of the attack and see it played out, maybe with a chance to stop it. Arrive 'late' and see the aftermath.
Plus as previously stated a ticking clock adds to the tension and sense of urgency.
What isn't as interesting is merely converting the 'time' stat into a few extra stamina points added to the boss monster at the end of the book.
Other than time, any stat that adds to the theme of the book - fear, honour [Sword of the Samurai], Faith.
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Post by misomiso on Dec 28, 2021 17:47:17 GMT
I agree I think 'Time' if implemented properly can be brilliant, but you would need quite a complex adventure to do it in where the player constantly has many different choices that can eat up Time.
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Post by terrysalt on Dec 28, 2021 19:52:16 GMT
If done properly, time ought to be the best. By mapping out a series of events in a chronology and placing the player within that timeline, the player's experience of the book can vary. For example, there could be an important NPC targetted for assassination by the baddies. Arrive 'early' and have a chance of preventing the attack before it happens. Arrive at the time of the attack and see it played out, maybe with a chance to stop it. Arrive 'late' and see the aftermath. It was cleverly done in Creature of Havoc with the half-orc. If you leave the town immediately, you can save him. If you spend time shopping, then you arrive too late and find his corpse. It would be cool to see that on a bigger scale across an entire book.
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Post by a moderator on Dec 29, 2021 17:47:28 GMT
All this talk about proper implementation of time management in gamebooks reminds me that I must try to complete The Great Blacksand Robbery. Part of the planning stages involved working out a detailed chronology of noteworthy events that happen over the course of the day (some very relevant to the main plot, others just typical Port Blacksand-style shenanigans that happen to take place while you're trying to investigate). Depending on when you visit a given location, circumstances can vary a great deal.
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Post by tyrion on Dec 29, 2021 21:02:03 GMT
All this talk about proper implementation of time management in gamebooks reminds me that I must try to complete The Great Blacksand Robbery. Part of the planning stages involved working out a detailed chronology of noteworthy events that happen over the course of the day (some very relevant to the main plot, others just typical Port Blacksand-style shenanigans that happen to take place while you're trying to investigate). Depending on when you visit a given location, circumstances can vary a great deal. How are you tracking this? A time score or checkboxes? Such as, if you have a time score less than 8, turn to 23, otherwise turn to 156?
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Post by dragonwarrior8 on Dec 29, 2021 21:53:58 GMT
Crew Strike and Crew Strength, and Shields. Stats for your vehicle/team, as separate from your personal stats, can add another dimension. It's a shame these things haven't always been successfully deployed. And Armour is a good idea for a futuristic adventure. It is a realistic addition to the setting. I just got nightmare flashbacks about the stupid Crew Strength roll near the end of Seas of Blood. Really wanted to hurl the book across the room on that one...numerous times! *shudder*
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Post by a moderator on Dec 29, 2021 22:34:52 GMT
All this talk about proper implementation of time management in gamebooks reminds me that I must try to complete The Great Blacksand Robbery. Part of the planning stages involved working out a detailed chronology of noteworthy events that happen over the course of the day (some very relevant to the main plot, others just typical Port Blacksand-style shenanigans that happen to take place while you're trying to investigate). Depending on when you visit a given location, circumstances can vary a great deal. How are you tracking this? A time score or checkboxes? Such as, if you have a time score less than 8, turn to 23, otherwise turn to 156? A time score. Each Time Unit represents about a quarter of an hour, and you have 12 hours in which to solve the mystery. Many of the Time checks are to determine whether you've arrived in a certain area before or after a certain incident has occurred, but there are some situations where you can turn up while an event is taking place - which may be a good thing or a bad thing, depending on what's happening.
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