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Where to begin? Perhaps, from the moment this game first appeared on the forum. I don’t remember exactly whether Arandor was talking about his dream or simply sharing his thoughts, in which, if I’m not mistaken, HeroesWorld users set off on an expedition together. And, essentially, my creative mind needed just that grain of information to get fired up with the idea of running such a game, and soon I posted my thoughts as a message on the forum. The game mechanics I came up with back then were not elegant and were quite primitive; however, they were enough to run an engaging game where both the players and I enjoyed ourselves. And if, back then, when running the first game, I abandoned many ideas for the sake of a simple gameplay, then when the second game came along, Vegtam, who was its host, wasn’t afraid to implement his ideas, resulting in an upgraded version of the first game. If back then all players were essentially equal and most went by their forum names, then the second game introduced character sheets and classes, which diversified the game and gave each character (player) individuality. Unfortunately, due to a certain incident, the first section of the expedition was permanently deleted along with all its cultural heritage, so to speak.
This game is first and foremost an attempt to revive players’ interest in the "expedition" and, for those who haven’t played it, to show how it all works. Perhaps, after some time, someone else will take up hosting it.
Now let’s move directly to the game mechanics.
- Beginning. The game starts with registration and creating character sheets. Since this game is not in its usual format—i.e., it’s set in a fictional setting—a list of playable races will be provided below, based on which you should create your character. Some of them are limited, as are classes, so it is highly advisable to announce your choice before writing your sheet.
- Character Sheet. Once you have decided on your character’s race and class, you should come up with some information for them.
1. Name. Again, since this setting is fictional, I will provide some real-world analogues you can base it on.
2. Biography. Any information about your character.
3. Image (optional but recommended) that would match (at least partially) the description of the appearance (if such a description exists—it’s also optional; you can simply upload a picture) of your character.
- Game Process. Once all character sheets are created, the game begins. Here I can either please or disappoint some players—the mode is very freeform. Your group travels through various locations and sometimes stops in different places where you can interact with NPCs—buy various items, take quests, and so on. Players roleplay their characters (i.e., they speak as their characters and address others the same way). Conversations and roleplay are, again, very freeform. Due to the impossibility of players having a stable online presence, any skirmishes will be resolved automatically, without the player’s direct involvement—just as before, I will calculate each battle and post the results in the thread. Although they are conducted turn-based, I will try to provide more literary descriptions where possible.
- Character Attributes. Each character has attributes (what fantasy would be without them?), which determine their capabilities. Here we have a fairly standard set: Strength, Dexterity, Constitution, Intelligence, and Wisdom. And here is how they are implemented for this game:
Strength. Primarily determines the ability to wield certain weapons/shields. Additionally, it increases melee weapon damage—+3% to physical damage per point.
Dexterity. One of the most important attributes, as it affects many parameters:
+1% to critical hit chance;
+1 to evasion;
+5 to accuracy;
+1 to action points.
Constitution. Determines how long a character can take damage before dying. Also required for wearing heavy armor.
+10 to HP and +1% to damage reduction per point.
Intelligence. Primarily important for characters who use magic, but not only.
+10 to mana and +10% to spell effectiveness per point.
Wisdom. Represents the character’s experience and worldview.
+2 to spirit;
Elements:
To one degree or another, every living creature in this world is imbued with the magical energy of various elements. (Percentage bonuses from elements do not stack with others, affecting only the final result; exception—Earth). The element is chosen during character sheet creation.
Among them:
Primary Elements:
Fire - +25% to any damage dealt.
Water - +10% to mana amount, +10% to HP amount.
Earth - +20% to physical damage absorption.
Air - +25% to action points, +50% to evasion.
Wood - +15% to block chance.
Secondary:
Lightning - +25% to action points, +10% to any damage dealt.
Metal - +10% to physical damage absorption, +5% to block chance.
Ice - +5% to HP amount, +5% to mana amount, +10% to physical damage absorption.
This game is first and foremost an attempt to revive players’ interest in the "expedition" and, for those who haven’t played it, to show how it all works. Perhaps, after some time, someone else will take up hosting it.
Now let’s move directly to the game mechanics.
- Beginning. The game starts with registration and creating character sheets. Since this game is not in its usual format—i.e., it’s set in a fictional setting—a list of playable races will be provided below, based on which you should create your character. Some of them are limited, as are classes, so it is highly advisable to announce your choice before writing your sheet.
- Character Sheet. Once you have decided on your character’s race and class, you should come up with some information for them.
1. Name. Again, since this setting is fictional, I will provide some real-world analogues you can base it on.
2. Biography. Any information about your character.
3. Image (optional but recommended) that would match (at least partially) the description of the appearance (if such a description exists—it’s also optional; you can simply upload a picture) of your character.
- Game Process. Once all character sheets are created, the game begins. Here I can either please or disappoint some players—the mode is very freeform. Your group travels through various locations and sometimes stops in different places where you can interact with NPCs—buy various items, take quests, and so on. Players roleplay their characters (i.e., they speak as their characters and address others the same way). Conversations and roleplay are, again, very freeform. Due to the impossibility of players having a stable online presence, any skirmishes will be resolved automatically, without the player’s direct involvement—just as before, I will calculate each battle and post the results in the thread. Although they are conducted turn-based, I will try to provide more literary descriptions where possible.
- Character Attributes. Each character has attributes (what fantasy would be without them?), which determine their capabilities. Here we have a fairly standard set: Strength, Dexterity, Constitution, Intelligence, and Wisdom. And here is how they are implemented for this game:
Strength. Primarily determines the ability to wield certain weapons/shields. Additionally, it increases melee weapon damage—+3% to physical damage per point.
Dexterity. One of the most important attributes, as it affects many parameters:
+1% to critical hit chance;
+1 to evasion;
+5 to accuracy;
+1 to action points.
Constitution. Determines how long a character can take damage before dying. Also required for wearing heavy armor.
+10 to HP and +1% to damage reduction per point.
Intelligence. Primarily important for characters who use magic, but not only.
+10 to mana and +10% to spell effectiveness per point.
Wisdom. Represents the character’s experience and worldview.
+2 to spirit;
Elements:
To one degree or another, every living creature in this world is imbued with the magical energy of various elements. (Percentage bonuses from elements do not stack with others, affecting only the final result; exception—Earth). The element is chosen during character sheet creation.
Among them:
Primary Elements:
Fire - +25% to any damage dealt.
Water - +10% to mana amount, +10% to HP amount.
Earth - +20% to physical damage absorption.
Air - +25% to action points, +50% to evasion.
Wood - +15% to block chance.
Secondary:
Lightning - +25% to action points, +10% to any damage dealt.
Metal - +10% to physical damage absorption, +5% to block chance.
Ice - +5% to HP amount, +5% to mana amount, +10% to physical damage absorption.
