What can players read?


Heraclea

 

Posted

I've been writing test (Clues, Sendoffs, Mission Entry dialog, etc) as if all the players on the team can see it. Then my group told me that only the team leader can see all the text, but the other players can see only some of the text. And then they got into a big fight about who could see what.

This is important because the players can't get the whole story if I put important information where they can't see them.

Will you folks please help complete this list? I'll list the items roughly in the order that you encounter them:

WHO CAN READ THE FOLLOWING TEXT:

Story Title & Description: All (by viewing the Mission Chooser window)
Contact's Briefing (Mission title & subtitle, Mission Introduction Dialogue): Team Leader. (However, once inside mission, team members can see this by selecting "Mission" in the Navigation Window)
Mission Accept Text: Team Leader
Mission Sendoff Dialogue (from Contact):

Mission Entry Popup: All
Compass Active Task Test: All
Mission Success Popup: All?
Mission Fail Popup:
Return Success Dialogue (Contact's Debriefing):
Return Fail Dialogue (Contact's Debriefing):
Still Busy Dialogue: All?

Mission Completed Clue Name & Description:
Souvenir Name & Description:


 

Posted

As I remember it :

Sendoff : same as briefing.
Success/fail popups : I'm almost sure all can read.
Contact's Debriefing : leader only
Still busy : leader only.


 

Posted

I tend to rely fairly heavily on mission entry and exit popups: those are the only texts that do not have to be specifically sought by the players, and will display automatically. The mission briefing can be read, but only if the player seeks it out.



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

Funny you should mention those. I tend to only use them like the devs - entry blurb for either something relevant ("the offices look empty but you hear voices further inside, "a dry breeze hits you, smelling of ash and decay. Is this the world you're trying to save?") or something humorous ("Interrogate archon, look for clues, try not to hurt employer. Last one sounds tricky") whereas the mission exit popup should only ever be used if there's a good reason ("You return to find your contact gone.", "Arachnos troops move in to secure the area. One of them salutes you respectfully.")


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