Jun. 13th, 2005

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I'll write up Saturday's Champions later today.

So I think the Hundred Days concept for Upsilon is slightly flawed, because I don't think I'm going to bounce around. Here's how the Hundred Days is going to go, in order. I don't think this is spoilers for the game itself -- as soon as I start talking about details I'll start hiding spoilers behind a cut.

1. Delve the whole world. All the different types of dungeon levels and all the ways to get to them. All the connectivity, including the blending from one terrain to another in the outdoors.

2. Clock time. While sticking only to the couple of monster types I've so far put in the game, put in the rather complex level-deactivation and level-aging methodology I've spent a long time designing.

3. Monster behavior. From the constellation of Angband and Nethack and Omega, collect all the monster behavior patterns that I want -- all the different types of attacks, all the different movement algorithms, all the different nonhostile actions. Implement all the ones I can think of.

4. Character behavior. Make the character go from bare-bones exploration to all the different things one can do, moving around.

5. Fill in monsters and items and spells, which can be stolen wholesale and retail from the lists in A/N/O.
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For my players, and for Champions gurus who want to give feedback: The Base Power Pool Read more... )
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Saturday's game writeup. It occurs to me that, though it's unlikely anyone would, I should be explicit that anyone reading who recognizes any element of this story from any published Hero product will please mark their responses private to me, refraining from adding spoilers where my players could read them. Read more... )

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