Title | Draconica Chapter 1 Peripeteia |
Author | Lakefather |
Submitted / Updated | 02-20-2003 / 03-07-2003 |
Category | Roleplay |
Gameplay Length | 2 - 6 Hours |
Language | English |
Level Range | Players will be stripped of items and experience |
Tricks & Traps | Medium |
Roleplay | Medium |
Hack & Slash | Medium |
Scope | Part of Series |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player |
Max Character Level | 01 |
Max # Players | 01 |
Min # Players | 01 |
Min Character Level | 01 |
Content Rating | Teen |
Description | |
After travelling the roads for many days you finally reach the outskirts of Kilnarn. But bodies lay around you on the road and when you finally reach the town you find that your friend Cella is missing. But as you search the lands for clues you soon realise that there is more to Cellas disappearance, and soon you find yourself being haunted by memories that never should have been forgotten. |
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module strips/delevels
Oh... its one of those modules again... There are so many design flaws that make me facepalm...
First of all, you are stripped and given terrible equipment. Now this wouldn't be a problem if there were plot reasons like lets say "left for dead" or "awoken with amnesia". However, in here, you are travelling to find someone, so shouldn't one be prepared in terms of equipment? That being said, starting as a Monk in this module gives you a huge starting advantage since there's only clothes for sale and +1 glove readily available.
Areas are just... bad, it seems not much thought was put into making them at all. Worse is how the 2nd area has poison-inflicting zombies and an Impossible rating double boss encounter. Did the mod author even playtest?
Writing and dialogue... holy shit. I'm not even going to elaborate on this. Some things NPCs talk about don't make sense, as if expecting the player already knows all about the lore about this custom world.
Quest... you follow a very linear path, with shitty side quest sometimes just for the sake of having side quests...
What is the point of auto GP loot from mobs when they drop GP on the ground anyway?
Perhaps I'm just gonna play through to see what more interesting stuff to uncover.
Okay but several things happened that were unusual. When I asked my hechman to level up, he disappered! There were no map pins at all, hard to understand as they seem very easy to place and useful too. There are merchants in the section of the last town that lock you in, as the transition out just returns you in! And there is no journal, sometimes not a big deal, but with an ongoing story like this, there should be something there.
The henchperson interface is weak, as this was an early mod. Virtually no decent gear of any kind to be found or dropped. Weird potions, relics, armor and weapons like nothing I have run into before. All in all, not a great experience. I am going to try the next chapter to see if it improves any.