Tuesday, September 18, 2007
Trap Disarmed!

It is still butt-ugly, but the prototype trap system for Frayed Knights is now functional and playable. It's a little early to state with confidence that it is or is not fun, but playing with it for a few minutes revealed that the gameplay was exactly as I had envisioned in my head. And I'm becoming optimistic.
It's not really a puzzle, but plays out a little like combat. At least for the sample trap above, the best strategy is readily apparent. But tactics have to adapt based upon the luck of the roll. So far I've managed to blow poor Dirk up twice because I wasn't paying attention (once), or because I thought I'd risk "one more shot" that didn't pay off.
It's far from complete, but it is very, very satisfying. I'm also very pleased that it demands the same skills as is appropriate for a turn-based RPG like this. I always hated it when more cerebral games dropped arcade-style action sequences into the game, or vice versa. Now that it's functional, it should be easier to balance out some of the rules and items, and play with several of the suggestions you guys made to me last week. Thank you again for letting me bounce ideas off you and being such active participants in the discussion!
(Vaguely) related verbal tinkering:
* Frayed Knights: Disarmament Treatise
* Making a Rogue-Friendly RPG Part 1: Rogues Get No Respect!
* Making a Rogue-Friendly RPG Part 2: The Rogue's Role
* Making a Rogue-Friendly RPG Part 3: Beyond Lockpicking
Forum Discussion Already In Progress
Labels: Frayed Knights
