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  • Quest Models

    Game Design, Models and Vocabulary 08.02.2009 No Comments
    This entry is part 1 of 2 in the series Quest Design 101

    Quests are one of the most essential elements of modern role-playing games nowadays; they further the storyline, give out experience points and provide excuses for the player to explore the scenery and kill monsters. This series of article will look at quests, their usual design and what the author feels are some pitfalls that can be avoided and what new things that could be try.

    Let’s begin with the quest model.
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    Tags: Game Design

  • Vocabs for RPG

    Game Design, Models and Vocabulary 27.01.2009 No Comments

    Skill/Stat Check: Apply a skill to a dice roll to determine outcome

    Mezzed (MMO?) / Dazed: Target is unable to act at all until attacked

    Stun: Target is unable to react at all till duration of stun is over.
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    Tags: Game Design, game vocab

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