Almost all choices have a possibility to succeed or fail. This is almost always based on the skills of your clan ring. The ice lords might require a test against the best Leadership ability (I didn't look that up so it could be something else). There are a lot of ways you can get bonuses, such as treasures.
>-Heroquests, random failing on no fault of your part
Same thing. (If they always succeeded, the game would be broken.)
>-Is there any point to giving the quivin mountains wyrm food? It
>just says that it wont forget us, but nothing happens.
I didn't look it up, but it's entirely possible it lets the other dragonfolk know about you.
>Go look for treasure lists online. Of course there are also a lot
>of treasures that are probably just dead weight in terms of game
>mechanics. These treasures tend to have "vague" descriptions.
No, vague descriptions are because it's hard to describe in world terms some of the game mechanical effects. We had a giant task list, and made sure that each treasure was actually implemented. (OK, I think there might be one specific treasure that had no game effect by design. But I think that's in the description.)
>Oh, on the subject of ducks. Someone, who had received a code
>snipet from A#, had mention that there is a "duck clan attitude"
>character trade. I've tried to test this several ways, but can
>never confirm this. I would really appreciate it if I could get to
>see the code myself.
All clans have an attitude toward the player. And all the non-human groups (like dragons/dragonewts) are implemented as clans.
-- David Dunham A Sharp, LLC
Powered by hypermail