UA Newsletter #7

-Note from Bryan SM-

Welcome, fellow game-designers, to the seventh issue of the UANL! Within these somewhat sacred pages, you'll find enough tips, reviews, and design ideas to whet even the most ardent of user's appetite. So, without further delay... I give you the Unlimited Adventures NewsLetter!

Topics


Reviews & Previews

"Demons" art review

Art Review: 'Demons Preview'
Art Type: Combat Icons
Art Format: PCX
Artist: Abbot H
Here we have 8 different combat icons of Tanar'ri/Demons, with stats included. The icons are for the Molydeus, Alu Fiend, Babau, Mane, Herozu, Chasme, Cambion and Wastrilith.

The Molydeus is one of the best of the collection, I'd say, with good detail and a dynamic action shot (PLUG, PLUG: see Dika Wolf's article!). The snake on the Molydeus does look slightly awkward, but altogether, it is a very impressive icon.

The weakest icons are the Herozu, Cambion and Babau. All still very good, however, and the Mane is a bit cute (though who wants cute demons?!). The best is probably the Molydeus and the Wastrilith.

The stats are included for each monster, which is a relief, since I don't have a Monstrous Compendium for the planes :/

Combat Icons: A
Distinctness: A+
Overall: A
-Nyx Nightshade-

A bad mod. or a Bad Idea?

Author: Peral
Full Title: The Halls of Cerix
Imported Graphics: No
For: IBM
Additional Documentation: Yes
# Of Dungeons: 2
This is a small game, created by a newcomer UA author.

Now, I hate to rag on a mod, but this one is plagued by the classic problem of a weak plot. You start in a small town. There is no intro, no information as to what you're supposed to do until you visit the inn, and the innkeeper says something along the lines of 'I've heard you've come to rid us of Cerix." Up until then, you don't know what your mission is, and even then, you have no idea how to go about completing this mission.

The random combats are a bit tough for low level characters such as you are. However, wander in the woods, where the randoms are, and you're in for some real trouble. On the other hand, the set encounters are reasonably balanced. Still a bit difficult tho :X

Altogether, I can't say I recommend this mod. It has a weak plot, and slightly unbalanced combat, and it tends to remind me of the originallly uploaded FRUA mods, created when we were all unfamiliar with the system.

However, Peral is a first-time designer. Perhaps his work will improve in the future. Don't give up hope!

Story Execution: C
Encounters: B+
Bug Control: B+
Innovativity: C-
Overall: B-

The Dark Elves Ride Again (sorta)

Art Review: Drow Pics
Art Type: Pics
Art Format: LBM
Artist: Ermac Red
There are 17 pictures here, presumably edited from previous pictures or uploads, as I've seem many of them in non-drow form. The pictures are a variety of male and female drow, their skin recolored to be purple, if a bit lighter than the purple from the standard drow pics... but they're close enough.

The only problem I see with the pictures is that the hair is not recolored, with the possible exception of the first picture, (a drow warrior in full armor unsheathing his sword in front of a raging fire which, IMO, makes up the best of the pictures). The non-colored hair makes for some pretty odd drow, as they are supposed to be silver, copper or white haired. There are blond drow here, which makes for an odd contrast with the purple flesh color.

Other than that, the pictures are very good. I have my doubts as to how valid they are as drow, but the art in and of itself is generally impressive. Ermac has consistantly shown himself as one of the best artists working with UA, and this collection is no exception. However, I'm not sure what one would *do* with purple people if not use them as drow...

Pictures: B+
Distinctness: A
Overall: A-
*Nyx Nightshade*

The Beginning of an Epic

Author: KnightHuma@aol.com
Full Title: The Beginning of Huma
Imported Graphics: No
For: IBM/Mac
Additional Documentation: no
# Of Dungeons: 4
This is a very satisfying, if short, module. KnightHuma has gone out of his way to create a playable and enjoyable romp through the war-torn lands of Kyrnn. The quest is simple and very shallow; but then again, there isn't really enough room to develop a 'meaty' quest.

The plot is as follows: with an ogre horde lurking on the borders of Taladas, the Solamnic Knights are forced to recruit troops from all walks of life. The high-level pc party enters the capital city in search of... nothing! They are fighting the war out of the goodness of their hearts' and quite frankly, a boredom with individual exploration. To them, the war is romantic and enticing. They are, of course, set for a let-down.

War is cruel. The overland map is littered with the dead and dying. Battle has become a way of life for many, and it spares none. However, if the pc is expecting a preachy anti-war message, they'd best look elsewhere. Beyond the graphic description of battle-carnage, this mod is hack-and-slash at its best.

The set encounters are well balanced and fun. Yes, that's right: fun. They are not monotonous or frustratingly difficult. The party does not have to worry about being poisoned or toasted by a high-level mage. They simply have to crush through huge hordes of ogres, minotaurs, and kobolds (who, BTW, seem to have taken a dose or two of steroids: their stats are a wee bit high ;) In fact, because I did not have to worry about death lurking around each corner, I could enjoy my hacking much better.

In recent times, I've grown extremely weary of unbalanced combats or too many encounters. Huma has reassured me that yes, there are some author's who are interested in the fun-factor of the game. I wasn't frustrated once in this mod: I always knew exactly where to go and the combats didn't thrash me. This does not mean that the pc is taken in hand and guided through the mod: there are many tough decisions to make (should I have killed the so-called spy? Should I help the shadowy warrior in the wilderness?).

Huma has taken an interesting approach to this mod: there is no imported art. As a result, the d/l time is very short - and I reccomend taking the few seconds to do it. The plot is bare-bones and the monsters are, for the most part, stock. It reminded me a bit of my old days with first-edition AD&D pen-and-paper rules, where the plot and gloss wasn't as important as the fun. IT is a nostalgic trip down memory-lane for many old-timers from Krynn.

This module was created in a short time and is the prequel to an upcoming series by UA Jedi and Huma. The series is promised to be an epic, full of art and plot. Let's just hope that they don't forget the fun.

However, "Huma" does have some problems. There are a few bugs that weren't worked out (Jedi admits that it was rushed out to drum up interest in the epic). There are some doors that will not open, much to the frustration of this designer (until I took a peek at the files and realized that they weren't SUPPOSED to open). Huma should have at least added a little text message saying 'this area is off-limits' to deter frustration at a forever-locked door.

The combats may be a bit TOO easy. Players looking for a challenge had best look elsewhere; I blew through this in less than an hour. It is a good mod for a rainy... hour. There is little to do beyond visiting the stores and leaders of the respective towns, and then going out to the final combat. Don't get me wrong: the quest is painless, but I would've liked something MORE. Had there been more side-quests or character development or areas to visit (as I said before, the towns were about as exciting as a trip to your basement), my score would've been higher.

In the one area with random combat, the thugs attack MUCH too frequently. While they're push-overs for such a powerful party, combat every 8 steps tends to get annoying.

All in all, I'd say that "The Beginning of Huma" is a fun, if flawed and over-simplistic, shortie. I'd recommend it for an enjoyable set of combats & an easy to follow plot for novices, mostly. There is a lot of promise here, though: the epic Huma story looks very interesting!

Story Execution: C
Encounters: A
Bug Control: A-
Innovativity: C-
Overall: B
Coric-<C>

Editorials

UA Bugs Discovered; Cure in Future

Tips:

With the UA version 1.2 patch disk, many of the original bugs in FRUA were fixed, but it's evident from the discussion area in AOL that people are still having problems. Likewise, even in the newer uploaded games, the authors seem to be missing bugs as well. This is just to inform those of you who might be interested of some of the ones I've found. The list isn't all inclusive, but you're welcome to e-mail me (or send additional comments to the NL) regarding any others. Likewise, if anyone (esp. hackers) finds a way to fix them, please let me know:

  1. Potions of giant strength -- these have a limitless duration. (Thanks to all of you designers--including the author of "The Dungeon" --who've included them in their magic shops... Unfortunately, you'll never see them in my own designs).
  2. Thrown weapons -- any weapon that can be thrown and retrieved after battle will increase the xp award for a combat. This may not be very important in high-level adventures or with non-magical weapons, but it should be kept in mind for lower level games with +1 or better daggers, hammers, etc.
  3. Bundled or joined items -- items that are joined and then sold in a shop are worth more than the sum of their individual values--at least, so the game seems to think. In effect, if 2 items are joined, they can be sold at 4 times their worth, if 3 are joined, they sell for 8 times, and so forth. Designers who don't want their adventurers to acquire a lot of money quickly should consider this.
  4. Dungeon 36 -- once you've saved this level, 'do only once' events will never occur. It's still possible to use the level, but keep this in mind. Other strange bugs have been reported in regards to this dungeon. If your mod. isn't 36 dungeons long, don't use it.
  5. NPC Says event -- you can't tie an event to 'happen' if this 'doesn't happen'. Presumably, the game treats this event as if it happened, whether the NPC is in the party or not. This doesn't prevent the event from happening in the future if it's set to 'do only once,' but it does make it impossible to set up a chain of events on the NPC not saying something.
  6. Add/Remove NPC event -- same as above.
  7. Sleep events -- if you have more than one sleep event in the same zone, the second and succeeding events will only happen if whatever triggers the chain always happens. Ie., if the first event in the chain is supposed to only happen at night and the next only happens during the day, the party will never be awakened during the day. A simple way to fix this is to insert a chain before the events. If the chain is set to "always happens," the other two events will work as desired.
  8. Monster immunity to confusion -- selecting this in the monster editor seems to have no effect (confusion spells work on them quite well). There may be a way around this, but I haven't found it yet. Interestingly, setting the monster's intelligence and wisdom to very low numbers (such as what low-level thieves have) seems to improve their saving throws.
  9. Monster ability scores -- adjusting these numbers higher than the default seems to have no effect, at least so I've found with dexterity and strength. I've seen this mentioned on-line, as regards NPCs and "who tries" events, so I assume other abilities might be the same. Ability scores can be raised by copying from a monster who has the desired scores or higher.
  10. Shops -- on a similar note to #3, this isn't really a bug, but it bugs me (as a designer, not a player) when I see it: If you design a module with several shops in it, don't set one to sell things at x2 and the other at x10. Unless the module is a demonstration of capitalism and good business sense, and it doesn't matter if the characters have all the money they could ever want by walking from one store to the other - the lowest priced store should be set to no less than 1/2 the highest priced store. The only exception is for non-magical arrows, bolts, darts, and javelins. Since these can't be re-sold, a shop that sells only these items can reasonably be set to far lower prices than the other stores.
-Autery

Dika Wolf's ART

Setting the Scene

Okay, by now you should have a grasp of basic figure drawing, cut & pasting, as well as recycling old art work. This time I'm going to talk about planning a scene...

The first type of scene I wish to talk about is the one person scene or portrait. This is the most common type of picture in UA, as it is the mainly used in NPC pics. A one person scene does not have to be a static picture, or a posed picture. In the pen & paper game, an NPC has character and feeling, and so should it be in a UA game. What I find in many UA modules as well as professional games is that the text gives the character life, while the NPC's portrait remains devoid of it, serving only to show what the character looks like. We've got to change this; by stimulating the user visually, the fantasy becomes that much more real. And total immersion, as we all know, is what every game designer strives for.

The picture should set the mood of the text, not the other way around. To give the picture life, the figure should be given emotions and be shown performing actions. It is a visual snapshot of the text, and should be dealt with in that matter. A 'static' pic devoid of life and energy grows tiring quickly. The fantasy is lost. This is bad, very bad.

Consider the following example: "Caravass hustles you quickly to his side, growing tense with each clink of your armor and every shuffle in your step. 'Guardians are approaching; be ready in case they heard your clamor," he snaps at you, as his dagger vibrates in sync with his quaking hands. 'Lead-footed fighters... who needs 'em? If ya ask me, they jes get in the way of a good job," he mumbles under his breath.

I imagine Caravass is a thief against a wall of a building in the city, as he becomes irritated by the party's lack of ability to move quietly, and his talk of guardians. So Figure.pcx is how I drew this picture.

figure.pcx

Note how he is in action; his movements can be imagined, taut and irrate. Had I not included the text, no doubt you would've gotten the basic idea of his mood. His pic shows the reader that yes, this is a foul-tempered thief with a chip on his shoulder. He is not willing to take crap from a party of wet-behind-the-ear first level warriors and mages. To him, the party is just another 'job'. And not a particularly interesting or fun job, either.

The character's state is key: should Caravass appear later in the game, another pic. might be necessary. Perhaps, after the party has proven themselves, he has a miraculous change of heart. He may smile. He may laugh. He may scowl and feign anger. All the while, he could be picking a lock or the purse of an unsuspecting noble.

Whatever his emotion and action-state, the visual representation only drives home the underlying message of the text. It helps the pc imagine, helps the pc immerse him/herself. Screen after screen of text is just as monotonous as a static pic. Always remember to keep the player involved and interested.

We all know how visual images form our own opinions and hold us rapt in interest. There are some people, I must admit, that I disliked on sight. But there were others that I felt enamoured by, that held my attention and would hold my attention in the middle of a blizzard or hurricane. And believe it or not, people will have the same reaction to characters in your game. But only if there's a pic. Text can only TELL what the author believes and knows is true. But with a well-drawn picture and only a bit of text, a pc is able to form his OWN opinions, seperate from those of the author.

CONTEST! CONTEST!

Now I want you to show me how you would draw another scene with the insidous Caravass, and the most interesting pictures I'll include in a future article. You'll be famous! You'll be loved by all! What more could you want? ;>

Next time around I'll talk about two person scenes or conversations. Until then, this is....

-DIKA WOLF (with a bit of help from BRYAN SM <C>)


Beginner's Corner

Autery Explains the Elusive Quest

(NOTE: Elisstar is gone; Autery will be handling this - and other - sections from now on).

This article will attempt to explain those mysterious events called "quests." Later on, we'll briefly touch on the Utilities event as well.

There are (at least) two helpful references for using the various game events. First, if you've updated your game to version 1.2 (available in the updates, etc, section of UA@AOL), there's an extensive help file called UAHELP.TXT. Print this out. It's 61 pages long, but well worth having as a reference. There's also the UFAQ, created by fellow game designers as a guide to using the more difficult events and settings in the Unlimited Adventures game. The hints provided within are invaluable.

Quests can be very confusing at first -- not so much from what they're supposed to do, but from the difficulty of getting them to work in FRUA. Assuming that you're having the same problems I did, we'll go into the very basics of the quest event and work up from there.

A quest event consists of 3 pages. By default, when you first place it, you'll be on page 2. You can make several choices on this page, the most important being the quest number and quest stage (you should keep track of these two items on a separate sheet of paper for reference). The other choices determine in what ways the party gets the quest (if any) and whether the quest will be failed or completed through this stage. Some choices may seem redundant at first, but you'll find many uses for them later on.

For now, we'll do a walk-through, accepting all of the default choices -- Ie, this is quest one, stage one, and the party accepts on 'yes.' Later in the text, choices such as these will be surrounded by charets (< and >).

At the first stage, the party is simply being allowed the option of taking the quest. Thus, it's probably best to place the quest event in the town hall, the mayor's townhouse, or wherever else you've decided the characters should go to get their quest. We'll use the town hall as the starting point of the sample quest. Here, using a text event, you can have the councillors speak:

A group of men and women look up as the party enters the room, exhaustion and hopelessness briefly giving way to hope at your approach. After a moment, the eldest speaks.

"Greetings, brave warriors. You have come at a sad time in our town's history, but at an opportune time if, by offering your formidable skills, you would have the gratitude and respect of our people.

"For months, we have been plagued by horrid monsters and bands of evil thugs. We have done our best to find the source of this evil plague, but to no avail.

"Our people are a simple, peace-loving folk who would no more harm a stranger than their own children. But our gentle ways have left us easy prey to villainy. The evil must be stopped and, if you are truly the heroes I believe you to be, your strength and wisdom are the means of doing so."

<<chained immediately after the text event, place the quest:>>
<Quest 1, stage 1, accept on yes> "Will you aid us in our time of need?"
This is one of the simplest ways to offer the quest. If the party says 'yes,' the quest stage will advance to one. This can be checked by simply testing the event, then doing an 'inventory' after saying yes to the question. Saying no will not advance the quest stage.

NOTE: You do not need to use a utilities event to advance the quest stage.

To improve this scenario, go to page 1 of the previous Text Event and set it to happen if "party doesn't have quest 1." By doing this, you allow the party a chance to refuse (for now) and come back later to hear the explanation again. Alternately, you could make the text 'do only once,' meaning that the only question they'll see when they come back will be "Will you aid us in our time of need?"

As mentioned earlier, when the party says 'yes' to this quest event, its quest advances to stage 1; since a quest must be one stage higher than what's currently stored in the party's quest number, the event will no longer happen. That's fine. Once they've accepted the quest, the characters shouldn't have to answer the question again.

On page 3 of the quest event are two chains -- one for accept, the other for reject. On the accept chain, place a text event, acknowledging the party's help and giving some idea of where the heroes should go next:

"Thank you, my friends. I only wish there were more people like you. As I've said, we've little idea of the cause of these evil attacks, or if there is a guiding force behind them. Perhaps your best course would be to investigate the taverns after dark -- the most recent attacks have come from that area."
Characters (via the human at the computer console) like to be rewarded for doing things, but this needn't be through magic or treasure. Too much of either in the game can cheapen the whole. A simple thank you and the implication of an entire town's respect are valuable rewards in themselves. Of course, a variety of rewards, like quests and adventures, add spice to any game.

Having a clear course of action, on the other hand, is probably the most important aspect of a game. Even something vague, like "find the yellow-robed wizard in the town of Oz" is better than "search the entire kingdom until you find that dragon..." But even that is better than "find out what's causing all these problems -- your guess is as good as mine on where to begin."

Also, in the quest example, you're allowing a chance to refuse. Characters should feel as if they have free choice (sometimes, at least), even if they don't. So, on the 'reject' chain of the quest, put in another text statement:

The man sighs wearily. "We understand and respect your decision. But should you change your mind, we will be here."
The next stages in the quest are the meat of the adventure -- what the party needs to do to reach the final stage of this particular quest. There can be up to 100 stages in any one quest, but many authors use relatively few of these, relying upon multiple quests instead, as one huge quest for an adventure is both difficult to plan and somewhat restricting for players.

In our example, the town is plagued by bands of evil thugs, operating from the basement of a deserted mansion. We've decided that the party should encounter a set of 5 combats with the thugs before it discovers their hideout. Assuming we want the combats done in order, we'll run through a brief scenario of the first encounter. Later, we'll try an alternate method, using the utilities event to "count" the number of encounters so the first five can be done in any order, but must be completed to encounter the last.

Assuming there's an alley beside our tavern, put a quest event <quest 1, stage 2> at its entrance. On page 2, change the art to 'no art' and set "accept on..." to "automatic, no question." On page one, select "event happens if...night time." Back on page 2, change the text to read:

Stealthy footsteps are heard in the darkened alley, followed quickly by muffled thumps and a man crying out in pain.
The party's quest stage is now set to 2. One or two steps into the alley, place the following quest event:
<Quest 1, stage 3, accept on yes or no> "Near the back of the alley, you discover a group of darkly-clad thugs. An elderly man lies crumpled upon the ground before them, the victim of a recent attack, while a woman huddles defiantly beside him, trying to staunch the bloody wounds he's received. Will the party come to the couple's aid?"
On the accept chain, we'd place a combat with the thieves, but use the following in the combat description: Before the party can react, a startled curse comes from the alley. You've been discovered!"

In this instance, you've created what seems like a choice, but really isn't. Even if the party decides not to help the couple, it ends up fighting. The remaining quest stages would continue in a similar manner, the guild seeking revenge and a way to stop the meddling heroes from interfering, progressing as stage 4, stage 5, stage 6, and stage 7. Chained after the latter, a text statement (from a cowering thug) can clue the party to where they'll find the hideout (and the final battle):

"Please don't hurt me. It weren't my fault...just following orders. Noramahs is the one you want. He's too busy hiding out in the haunted mansion to fight -- or so he says. But I knows the truth...he's afraid of you."
This is one of the purest forms of a linear adventure. Ie., a series of events must be followed or completed in a specific order to complete the quest. To allow a little variation, you could use the utilities event instead of the quest stages. The scenario could be set up something like this:

At the beginning of the alley, use a text statement instead of a quest event. The actual wording would remain the same, but page one of the text event should be set to <do only once> and <event happens if...quest in progress (quest 1)>.

Likewise, instead of a quest event in the alley, use a "yes or no question." If you don't put anything on the yes chain or no chain, choosing either will default to the normal chain (thus duplicating the lack of choice given above). On page 1, set the event to <do only once, event happens if...quest in progress (quest 1), and chain...if event happens>. In the question, use the same text as given for the alley above, and on the normal chain, use the same combat sequence. On the chain following the combat, place a utilities event. Within it, select <add one> to <quest 1>.

In this case, the utilities event acts as a simple counter. It will add one each time a major combat takes place (assuming you use one after each combat). By chaining "only if an event happens," and setting that event to happen only once, you make the entire chain happen only once. To be safe, though, it might be best to set each utilities event to 'do only once' as well. Otherwise, if you forget to set the other events correctly, 1 will be added to the quest each time the party walks across that area.

Since 5 quest stages are used for the lesser combats, the final combat's quest stage should be set to 8 (using the utilities as shown above, it would be stage 7). Stage 1 was given in the council chamber, stage 2 was used to alert the party of something in the alley, and stages 3 thru 7 will be the five lesser combats (stage 2 wasn't used with the utilities example). We'll use one more variation for the sixth battle:

<Quest 1, stage 8, accept...automatic, no question, quest completed upon acceptance>

The party bursts through the door into the thieves' hideout. A wall quickly slides shut behind you.

On the 'accept chain,' page 3, place the combat: The thieves look up, surprise and shock evident upon their faces. "It's them!" shouts the guildmaster. "Kill them all or face my wrath!"

After the combat, put in a text statement: With the bulk of the guild wiped out and its leader, Noramahs, destroyed, the town is free of its evil grip at last.

This is the basic quest setup, from start to finish. Now let's add the other details. Near the town entrance, where the party is sure to run into it, place a text statement: "Wanted...Noble Heroes to protect the citizens of <<our town>>. Please enquire at the Town Hall."

Alternately, use this as a step event and place it at several locations. On page 1 of the event, set it to <happen if...party doesn't have Quest 1>. Create a zone block labeled 'signs' and then put down these blocks on the grid. Whenever the party enters these areas (without quest 1) the text will be called up.

Back at the town hall, put a "Gain Experience" event (or any other event you wish) on top of the original quest and text chain. On page 1, set the event to happen if...quest completed (quest one):

After hearing of the party's victory, the councillor smiles warmly. "We are all in your debt. If you ever need employment, or are looking for noble deeds to be done, come back here. You are the first we shall trust in such matters."
The text acknowledges the party's victory, rewards them, and gives the party a place to look if searching for adventure in the future. The next quest could even be given right away, simply by doing something similar to the events in quest 1. The only difference would be that, on page 1, you'd need to set the <event happens if...quest complete (quest 1)>, so the following quest wouldn't begin until the former was complete. Further quests could be offered after a totally different quest is completed, after the party receives a certain item, and so on.

The random combats are fairly simple for this particular quest. We want a chance for the party to encounter up to four groups of thugs while wandering through the city. This acts as an incentive (so the party knows it's not forgotten), but has the added element of realism (the villains aren't unlimited).

We'll start by setting up a step event that includes all areas where the encounters might be had. On step 10 (or whatever number you choose) have the event checked. Within the step event, put a Chain Event <event happens if...random percent chance...16%> On the chain itself, put your four combats. Assuming we want each to happen in order and that they're all different (say, from easy to difficult), on page 1 of each Combat, set the following <do only once, event happens if...quest 1 in progress, chain...if event doesn't happen>.

Depending on how long the party takes to complete the quest, the percentages and/or number of steps you use for the step event, and the luck of the dice, the party can run into some, all, or none of the groups. If, instead, you require the party to fight all four battles to continue the quest, things get much more complicated. You could do the step event this way, however:

<Quest 1, stage 2, impossible, no question> Erase the text and select 'no art.' On page one, choose whatever random chance you desire for the event to happen (or select happens if...night time, etc) On the reject chain, put in the four combats exactly as described above, followed by a utilities event that adds one to Quest 1.

Explanation: Since the quest is automatically rejected, the quest stage doesn't advance. After a predetermined number of steps, provided the party has accepted the quest, this event will be triggered. If the percentage is met, the first event in the chain will occur and the chain will stop there (since the other items in the chain will only activate if this event "doesn't happen"). This will continue until the 5th time the quest chain is activated, which triggers the Utilities event. This, in turn, moves the party's quest stage to 2, prevents this step event from happening again, and allows the fixed quest events to continue.

Note that this replaces one of the earlier quest stages, requiring the numbers of the other quest events (2 and up) to be incremented by one.

As can be seen, there are many alternatives to using a quest event. Unfortunately, a written description can only take a person so far; the best way to learn is in doing, testing, correcting mistakes, and experimentation. Eventually, Grasshopper, you will be the master, and I the student.

Good luck in your modules :)

Autery


Technical Information

The Ability Table Revisited

Here is a revised list of character/monster/item special abilities for publication in the UANL. I have not yet provided a breakdown as to which abilities work under which conditions, but that could prove useful. I have also left out a number of temporary conditions that go away after combat, as I have been using saved character files for my research.

Thanks to JGB4907 for his helpful leads.

Code            Effect

  0             No Effect
  1             Blessed
  2             Cursed
  3             (Harrassed by Snakes)
  4             Dispelling Evil
  5             Detecting Magic
  6             Immune to Electricity             
  7             Gnome THAC0
  8             Protection from Evil
  9             Protection from Good
 10             Resistant to Cold
 11             (Charmed)
 12             Enlarged
 13             Barkskin
 14             Friendly
 15             Slowed Poison
 16             Reading Magic
 17             Shielded
 18             Half-Elf MR
 19             Finding Traps
 20             Resistant to Fire
 21             Silenced
 22             ???
 23             Has Spiritual Hammer
 24             See Invisible
 25             Invisible
 26             Dwarf THAC0
 27             (Befuddled)
 28             Duplicated
 29             Weakened
 30             (Nauseated)
 31             (Helpless)
 32             ???             
 33             Blind
 34             Diseased
 35             Confused
 36             Accursed
 37             Blinking
 38             Strengthened
 39             Hasted
 40             Rakshasa MR
 41             Protected from Normal Missiles
 42             Slowed
 43-44          ???
 45             Protection vs. Evil 10'
 46             Protection vs. Good 10'
 47             Dwarf AC Bonus
 48             Gnome AC Bonus
 49             Affected by Prayer
 50             Fire Shield, Hot Flames
 51             (Held)
 52             (Asleep)
 53             ???
 54             Fire Shield, Cold Flames
 55             Poisoned
 56             Invisible (Ring)
 57             Globe of Invulnerability
 58             Petrifying Gaze
 59             Reflectable Gaze
 60             +3 or better weapon to hit
 61             Resistant to Fire (Ring)
 62             Regenerates 1 hp per hour
 63             Minor Globe of Invulnerability
 64             Lethal Poison
 65             Petrify Attack
 66             Half Damage from Cutting Weapons
 67             Half Damage from Blunt Weapons
 68             Mentally Enfeebled
 69             Invisible to Animals
 70             Umber Hulk Gaze
 71             Magically Highlighted
 72             Mirror Readied
 73             Immune to Dragon Breath
 74             Wearing Boots of Speed
 75             Giant Slaying Sword
 76             Immune to Disease
 77             ???
 78             Wearing Stone of Good Luck
 79             Iron Golem MR
 80             Half Damage from Weapon of +2 or less
 81             Half Damage from Weapon of +3 or less
 82             Slain by Blessed Bolts
 83             ???
 84             Dragon Fire Breath
 85             Dragon Cold Breath
 86             Phase Spider Poison
 87             ???
 88             Paralyzing Attack
 89             Wearing Cloak of Displacement
 90             Dragon Poison Breath
 91             Dragon Lightning Breath
 92             Immune to Fear
 93             Immune to Fire
 94             ???
 95             Elf MR
 96             Dragon Acid Breath
 97             Short Guy MR
 98             Immune to Cold
 99             Random Bonus Attacks
100             Dragon Fear Attack
101             Drain 1 Level
102             Drain 2 Level2
103             +1 or better weapon to hit
104             +4d6 fire damage
105             Ranger Damage Bonus
106-107         ???
108             +2d6 fire damage
109             ???
110             (Paladin Cure Disease ability used up)
111-112         ???
113             (Strengthened by Potion of Giant Strength)
114             Paralyzing Gaze
115             Vorpal Weapon
116             Marilith Attack
117             Beholder Attack
118             ???
119             Resist Fire (Druid)
120             ???
121             Fire Touch
122             Iron Skin
123             Shielded by Mind Blank
124             Charm Gaze
125             +2 or better weapon to hit
126             Protected vs. Gaze Attack
127-131         ???
132             Paralyze on Hit
133-136         ???
137             Carrion Stench
138-139         ???
140             (Paladin Lay Hands ability used up)
141             Immune to Sleep/Charm
142             ???
143             Immune to Poison/Paralysis
144-157         ???
158             Immune to Paralysis
159-167         ???
168             Vulnerable to Fire
169             Half Damage from Magic Weapons
170             Inflicts Mummy Disease
171             Mummy Fear Aura
172             ???
173             Grows from Electricity
174             Resistant to Fire/Cold
175             Half Damage from All Weapons
176             Shambling Mound Engulf
177-185         ???
186             Black Pudding Attack
187-192         ???
193             Immune to All Weapons
194             ???
195             Gorgon Attack
196-215         ???
216             Troll Get Up
217             Troll Regeneration
218             ???
219             Efreet Fire Resistance
220             Owl Bear Hug
221-222         ???
223             Hell Hound Breath
224             Ghoul Paralysis Attack
225-255         ???
-Compiled by Kaviyd

Unbreakable limitations in UA

Unchangeable Characteristics of Unlimited Adventures Game Files

by David Knott (Kaviyd)

I am listing the features of the Unlimited Adventures game files that I currently believe for two reasons:

  1. As a source of information on likely limitations for hacking.

  2. As a challenge to hackers to prove me wrong by discovering how these items can be changed.
Many of the items that I am listing as "unchangeable" are ones that I have been attempting to work my way around for some time without success. Anyway, here is the list:
Name Strings:
While many of the name strings in the UA program have been located, the pointers to them have not. Thus we can (in most cases) change names freely as long as the new name is the same length as the old name (with embedded space characters allowed). In a few cases, the same string is used for two different words, so careless alterations could cause problems. For example, the string "Quarter Staff" is also used for the word "Staff", so altering the last five letters of this name could yield weird results.

Racial Abilities/Limitations:
The following characteristics cannot be disconected from the nominal race of the character:

Permanent Elf Death:
No character with a nominal race of "Elf" can be raised, but any other character can be.

Combat Bonuses:
Any character with a nominal race of "Elf" has a bonus to hit with certain swords and bows. Any character with a nominal race of "Halfling" has a bonus to hit with certain missile weapons (I think; I have not verified this one). These abilities cannot be transferred to other races.

Selected Race (Monster) in Party Event Condition:
This item should be described as extremely difficult rather than impossible. Without a hex editor and some research, a UA module designer cannot do a check for the presence of a Monster character in the party. In any case, we cannot be sure that this check would work correctly even if it is hacked into a design; for obvious reasons, nobody has ever tried it out.

Class Abilities/Limitations:
The following abilities cannot be disconnected from the nominal class of the character:

Selected Class (Knight/Monk) in Party Event Condition:
This item has the same problems as the "Selected Race in Party Event Condition". Actually, this condition should be used sparingly in any case, as any projected hack that allows 2nd edition characters will wreak havoc with this condition.

Paladin Healing Abilities:
In order for a character to lay on hands or cure disease as a Paladin, that character must have at least level one as a Paladin and must have "Paladin" as nominal class. The only exception to this rule is that a dual-classed Human who is capable of using his former Paladin class is also eligible.

The following abilities require the character to have levels in the class in question:

Cleric Spells:
To cast Cleric spells, a character must have levels as a Cleric or Paladin. Wisdom bonuses apply only for Cleric. A Paladin is limited to spells of levels 1-4.

Druid Spells:
To cast Druid spells, a character must have levels as a Ranger. There are no Druid spells beyond level 3 in this game.

Magic-User Spells:
To cast Magic-User spells, a character must have levels as a Magic-User or Ranger. A Ranger is limited to spells of levels 1-4.

Turning Undead:
To turn undead, a character must be a Cleric (of any level) or a Paladin of level 3+. This ability cannot be fine-tuned.

Multiple Attacks:
Any Knight, Fighter, or Paladin of level 7-12 and any Ranger of level 8-14 gains 3/2 attacks per round. Any Knight, Fighter, or Paladin of level 13+ and any Ranger of level 15+ gains 2 attacks per round. All other characters have one attack per round. All of these figures apply to the primary attack, which uses natural damage if no weapon is carried. The secondary attack (representing bites, tail attacks, and the like) can be freely edited.

Level Limitations:
At present, there is no way to edit the level limit tables for the different races in UA. This is the most annoying limitation of all! In addition, the following abilities cannot be modified beyond the following levels:
THAC0:  Level 21
Saving Throws:  Level 21
Thieving Skills:  Level 18
Spells:  Level 29
Given these limitations, you can see that levels 31-40 are virtually meaningless; I would limit characters to level 30 if I had my druthers.
-Kaviyd@aol.com

Monster ID #'s

MAKE SURE YOU USE A MONO-SPACED FONT (EX. COURIER) TO VIEW OR PRINT THIS.

This is a chart to show what monsters have been modified in a MOD. It also shows what Custom Art is being replaced, if any.

Monster ID# = XXX in the following files:

MONSTXXX.DAT  CPIC1XXX.TLB   SPRI0XXX.TLB
The Monster ID# is the number you find in the Custom Monster files. Example MONST062.dat is a Modification to a Bugbear. It may be a whole new monster or just a simple Hit Point or Name change. CPIC1062.TLB is new combat art for the Bugbear. If there is no associated MONST062.DAT then it is probally just a new picture of a Bugbear. If there is, then it is probally a new monster or a New Type of Bugbear.

This is the same chart sorted 2 ways. By the # the name appears in the list in UA(Name Slot #), and by the # that appears on the file if you edit it. (Monster ID #)

Name                 Monster    Monster              Name 
Slot #   Name        ID #       ID #   Name          Slot #
1    Baskilisk       42         1   Kobold             46
2    Boring Beetle   32         2   Goblin             38
3    Beholder        45         3   Orc                58
4    Black Pudding   52         4   Hobgoblin          42
5    Bugbear         62         5   *Orc Chieftain     59
6    Bulette         47         6   *Hobgoblin Chief   43
7    Carrian Crawler 16         7   Gnoll              37
8    Cockatrice      44         8   Ogre               55
9    Displacer Beast 31         9   Troll              74
10   *Dracolich      41         10   Hill Giant        32
11   Dracilisk       50         11   Fire Giant        30
12   Black Dragon    36         12   Frost Giant       31
13   Blue Dragon     37         13   Cloud Giant       29
14   Green Dragon    38         14   Storm Giant       34
15   Red Dragon      39         15   Giant Rat         36
16   White Dragon    40         16   Carrian Crawler    7
17   Drider          69         17   Enormous Spider   71
18   Drow Amaxon    109         18   Skeleton          69
19   Drow Champion   73         19   Zombie            84
20   Drow Priest     74         20   Ghoul             28
21   Drow Priestess  76         21   Ghast             27
22   *Drow Sorceress 75         22   Wight             81
23   Efreeti         56         23   Wraith            82
24   Earth Elemental 57         24   *Mummy            54
25   Fire Elemental  58         25   Spectre           70
26   Ettin           60         26   *Vampire          76
27   Ghast           21         27   Lich              47
28   Ghoul           20         28   Lizard Man        48
29   Cloud Giant     13         29   Lizard Man King   49
30   Fire Giant      11         30   Minotaur          52
31   Frost Giant     12         31   Displacer Beast    9
32   Hill Giant      10         32   Boring Beetle      2
33   Hill Gt Shaman 107         33   Griffon           40
34   Storm Giant     14         34   Hydra             44
35   Giant Crocodile 68         35   Wyvern            83
36   Giant Rat       15         36   Black Dragon      12
37   Gnoll            7         37   Blue Dragon       13
38   Goblin           2         38   Green Dragon      14
39   Gorgon          43         39   Red Dragon        15
40   Griffon         33         40   White Dragon      16
41   Hell Hound      67         41   *Dracolich        10
42   Hobgoblin        4         42   Baskilisk          1
43   *Hobgoblin Chief 6         43   Gorgon            39
44   Hydra           34         44   Cockatrice         8
45   Iron Golem      70         45   Beholder           3
46   Kobold           1         46   Ogre Mage         56
47   Lich            27         47   Bulette            6
48   Lizard Man      28         48   Shambling Mound   68
49   Lizard Man King 29         49   Margoyle          50
50   Margoyle        49         50   Dracilisk         11
51   Medusa          63         51   Mobat             53
52   Minotaur        30         52   Black Pudding      4
53   Mobat           51         53   Otyugh            60
54   *Mummy          24         54   Neo-Otyugh        61
55   Ogre             8         55   Salamander        67
56   Ogre Mage       46         56   Efreeti           23
57   Ogre Shaman    104         57   Earth Elemental   24
58   Orc              3         58   Fire Elemental    25
59   *Orc Chieftain   5         59   Umber Hulk        75
60   Otyugh          53         60   Ettin             26
61   Neo-Otyugh      54         61   Owl Bear          62
62   Owl Bear        61         62   Bugbear            5
63   Poisonous Snake 66         63   Medusa            51
64   Purple Worm     72         64   Giant Spider      72
65   Rakshasa        71         65   Phaze Spider      73
66   *Rakahasa Rukh 110         66   Poisonous Snake   63
67   Salamander      55         67   Hell Hound        41
68   Shambling Mound 48         68   Giant Crocodile   35
69   Skeleton        18         69   Drider            17
70   Spectre         25         70   Iron Golem        45
71   Enormous Spider 17         71   Rakshasa          65
72   Giant Spider    64         72   Purple Worm       64
73   Phaze Spider    65         73   Drow Champion     19
74   Troll            9         74   Drow Priest       20
75   Umber Hulk      59         75   *Drow Sorceress   22
76   *Vampire        26         76   Drow Priestess    21
77   *Vampire Lord  101         77   Warrior          111
78   *Vampire Priest102         78   Conjurer         112
79   *Vampiress     108         79   #Kallithrea       85
80   *Vidruand      106         80   Goon             122
81   Wight           22         81   *Archer           98
82   Wraith          23         82   Theurgist        116
83   Wyvern          35         83   *High Priest      90
84   Zombie          19         84   Thug             127
85   #Kallithrea     79         85   *Evil Champion   105
86   Acolyte        112         86   Magician         113
87   *Arch Priest    95         87   Dark Cleric       88
88   Dark Cleric     87         88   *Master Thief    124
89   *Dark Deciple   99         89   *Dark Knight     101
90   *High Priest    83         90   *Necromancer     115
91   *Priest         91         91   *Priest           91
92   #Alias         117         92   *Rogue           125
93   #Grunschka     124         93   *Dark Warlord    103
94   #Shal          126         94   *Wizard          117
95   #Tornilee      116         95   *Arch Priest      87
96   #Vala          113         96   Thief            126
97   #Yemandra      121         97   *Dark Overlord   102
98   *Archer         81         98   *Master Wizard   114
99   #Arderiel      115         99   *Dark Deciple    89
100  #Captain Daenor123         100   *High Thief    123
101  *Dark Knight    89         101   *Vampire Lord   77
102  *Dark Overlord  97         102   *Vampire Priest 78
103  *Dark Warlord   93         103   *Dazmilar      121
104  #Dragonbait    118         104   Ogre Shaman     57
105  *Evil Champion  85         105   *Sir Dutiocs   109
106  #Krondazz      114         106   *Vidruand       80
107  #Priam         111         107   Hill Gt. Shaman 33
108  Road Guard     120         108   *Vampiress      79
109  *Sir Dutiocs   105         109   Drow Amaxon     18
110  #Storm         125         110   *Rakahasa Rukh  66
111  Warrior         77         111   #Priam         107
112  Conjurer        78         112   Acolyte         86
113  Magician        86         113   #Vala           96
114  *Master Wizard  98         114   #Krondazz      106
115  *Necromancer    90         115   #Arderiel       99
116  Theurgist       82         116   #Tornilee       95
117  *Wizard         94         117   #Alias          92
118  #Nacacia       119         118   #Dragonbait    104
119  #Raizel        127         119   #Nacacia       118
120  #Silk          122         120   Road Guard     108
121  *Dazmilar      103         121   #Yemandra       97
122  Goon            80         122   #Silk          120
123  *High Thief    100         123   #Captain Daenor100
124  *Master Thief   88         124   #Grunschka      93
125  *Rogue          92         125   #Storm         110
126  Thief           96         126   #Shal           94
127  Thug            84         127   #Raizel        119

'The Dungeon'

Beginner Adventures

"The Dungeoneer's Guide": Dungeons for Novices

by Aneroch (aka Louminator)

If you read the last issue, you may have been expecting to read up on the do-s and don't-s of Underwater design. Well, as you can see there has been a change a plan. But don't worry because the article will be here in the NEXT issue. In fact, it's already written and awaiting my command to upload it from my hard drive. Trust me, you'll know why in the next issue.

In the meantime, I'll be talking to you about designing modules for a beginner. No, not a beginning designer, but a beginning character. Or more likely, a party of beginning characters.

As players, we know how rough it is to survive those first encounters with kobolds (or ogres if you're playing one of those meaner modules) when you have only one or two sleep spells at best. With survival our number one goal (next to gaining levels quickly), plots and storyline don't seem to have the same importance as they would if we weren't so worried about the next random combat. So how can we make an adventure easy, interesting, and challenging at the same time?

Well let's remember some of the basic game mechanics of UA (which are taken from the AD&D game). What is it that makes novice characters so hard to keep alive? First of all, their combat skills are the worst they will ever be. Their THAC0s are high and their armor classes are high. This makes them easy to hit, and they cannot hit so easily in return. And their limited spell selection...well, need I say more?

So what kind of combat can we expect them to have a reasonable chance of surviving in? Well the easiest answer is to let them fight against monsters of equal or lesser strength, of course. In game terms, these creatures would have a fairly high armor class (5 or more) and THAC0s in the high teens (17 or greater). This makes them easier targets and the characters won't be as easy to hit. The monsters should also have only a few hit points, just enough for the characters to kill them in one or two successful hits. This may seem unfair, but it's the player who needs to survive. And if you look at the odds, the monsters would outnumber the player's characters greatly.

When making those tougher encounters, you can easily get carried away and make it too hard for the novice characters. Remember: to make the opponents harder, just increase their armor class to make them almost impossible to hit. Even if they have only a few hit points, what does it matter if the party can't knock them down to zero.

For example: a 1st level fighter has a THAC0 of 20 (no strength bonus for him). If he encounters a goblin (AC 6), he must score at least 14 on d20 (35% chance). Now if he encounters a fighter in plate mail and a shield (AC 2), then he must now score at least 18 on d20 (only 15% chance to hit!). You see the difference?

Now here's the next part of the problem: How can they earn the needed experience for gaining levels to fight those bigger monsters when all they can fight are those little ones which give such meager points at best? Do we just give them massive amounts of money and treasure with enough experience points to give them levels? I think not.

The lowest levels are the BEST times to make adventures which rely on mostly stroyline, plots, and player interaction without heavy combat. This will allow the player to earn rewards for his characters by well played actions instead of combat. Make traps to disarm, characters to talk to and find information, or dungeons with large puzzles that the party must solve to get to the hidden treasure. These are all ways of giving experience without incurring combat.

Along the same lines, monitor the amount of treasure given to novices and even medium level characters. More often than not, characters can gain more experience from the treasure they find than the fights they are involved in. No one should be able to gain levels just by finding a large amount of magic and money, unless it is won after a VERY hard battle (e.g. several dragons, especially 2nd Ed. dragons).

Now you're ready to make that module for first level characters. Take a look at this issue's dungeon, which is the first installment in the 'Beneath the Mines of Tsorjal' series. Characters begin with 0 xp and must search through the 'abandoned' mines. During my playtesting, the characters were only defeated three times. And often, at least one of the characters were unconcious by the end of an encounter. After each possible encounter on the first level (not including random ones), at least three were already second level, but none of them were close to achieving third. I won't spoil the next levels...

Next issue, the long awaited Secrets of the Underwater Realm! (This time, I promise...)

Aneroch (aka Louminator)


The Wanted! section

The Wanted! section of the UANL is your forum for art, mods., ideas, and everything else under the sun. :> If you have any UA- related needs, feel free to send a small ad and I'll see that it gets in. Also, free-lancers are encouraged to advertise their (free) services; so if you enjoy doing art, maps, etc. for others, please submit!
Kaviyd@aol.com:
On behalf of those who are working on hacks for the UA game, I am soliciting ideas from the readers of the newsletter. What would you like UA to provide that it does not provide now? What are you willing to give up from the present game to get these new goodies? Don't hold back on your responses, as I have seen people do many things with UA that I previously thought to be impossible.

BTW - Does anybody know where the level limits in the UA game are stored? If you have located this information, please post that info on the UA message boards. If you are not a subscriber to America On-Line, send e-mail to kaviyd@aol.com.

KentConrad@aol.com
I really, really, really need a picture(not an icon, I've got plenty of those) of a Sahuagin, several if possible. Without these, I'll be completely unable to finish the adventure I'm working on now. Thanks.

KnightHuma@aol.com
Hello, I am looking for Any type of drow art. I am creating a great module for the Mac, involving the Dark Elf trilogy. It will be great! I have some art now, but need more! IBM or Mac, I'll convert IBM. or if someone is looking for drow art, E-mail me. THANX!

-KH

UA Jedi@aol.com OR Jedi20@aol.com
I am making a Star Wars module based on the Jedi Academy trilogy by Kevin J Anderson. The first mod will be "Jedi Search" I'm already well along the way. I need a hack for the walls and the backdrop in UA. If there is anyone out there that can do one or has, please contact me.

As LucasArts has forbade me to upload the mod., I will be distributing it through private mail. E-mail me ASAP if you are interested.

BoredinOre@aol.com
Anyone interested in collaborating on a full-sized campaign (1 overland map, all 36 modules in use)? I started an "epic" (if i may be permitted to call it that) campaign similar to the plot of the Lord of the Rings. The party is charged with locating twelve ancient artifacts necessary for summoning the Zodiarch, a group of ancient heroes who defeated the Realms' greatest enemy a couple of years back. Characters start with 0 experience and hopefully will work their way up pretty high.

With 36 full modules, it'll take me some time to complete this one. Anybody out there interested in helping?

+++ Tall Cool One

Yes, the Wanted! section of this NL is rather skimpy; it seems that most everyone's needs were met in the past issues. However, I still love the idea of this column & want to keep it alive. So, all you AOL users: stop posting ads in the UA forum and send them to 'UANL'. And... the UANL has been available on the Internet for several months... where are you guys? This is NOT just an AOL-specific NL - I encourage you to send us your stuff, too! :>

'Rogues' Gallery'

Vampires Galore!

Character Name: Mordere

Character Type: Villain

World:Forgotten Realms
F/MU Vampire
Special Abilities: Standard Vampire, Spell Casting, also, immune to fire, regeneration

History sypnosis: Mordere was once a normal man. he was once an aristocrat. He had a beautiful wife and a successful life. But once, while he was touring a new city with his wife, Talya, their carriage was overturned by a group of outlaws and robbed. They ran into the forest. When they returned to the land of the living 2 years later, they had become the living dead. Vampyre. They never accounted for how, exactly, they became undead, but have stated that it was not in the standard fashion. Since then, they have existed in the shadows, manipulating and destroying to accomplish their goals.

Motivations: Power. Mordere has been seduced by power and now seeks more, forever. He also revels in the fear his power creates. He nearly feeds on fear - he thrives on it. His other motive, therefore, is to generate fear. He also seeks to please his beloved Talya as a lesser goal.

Possible Encounters: Perhaps Mordere's search for power takes him into contact with the party, or perhaps the party was involved in the 'creation' of Malaki and Talya in some way, and now they seek vengeance. Mordere could be in pursuit of something to please his Talya, and this would negatively affect the party.


What's this? More Undead? :>

Character Name: Talya
Character Type: Villain

World: Forgotten Realms
Class: Cl/Mu
Special Abilities: Vampire standard and spellcasting, also, immune to fire.

History sypnosis: Talya was an aristocrat, born to a life of luxary. She never knew work. Eventually, she wed her most socially important suitor - a man known as Mordere. One night, however, as they were riding home on horseback, their carriage was attacked by robbers. They barely escaped with their lives, money stolen, bruised and battered, into the forest. When they reappered, they had become undead. They do not speak of what exactly happened, but they have said that their transformance was not the standard.

Motivations: Talya primarily wants to regain her wealth and luxury. Her current existance, one of death, coffins, and dead bodies, is not for her. She wants mansions, carriages, and silk gowns. And she knows how to play Mordere just right so that she can get these things. Her secondary goal involves her desire to gain power. She, like Mordere, desires the collection of power and fear.

Possible Encounters: Perhaps the party comes into conflict with one of Talya's schemes to regain her luxurious lifestyle. Talya and Mordere's origins are unknown.. perhaps the party was involved in this in some way and now, they seek vengeance?


NOTES

The Rogues' Gallery is being compiled on a monthly basis by Nyx Night. To use it, create a design called: "Gallery.dsn" or something to that effect. Then, simply copy the art and stat files (contained in this issue and #6, with more to come soon) into this directory, using the descriptions contained herein to aid you. It is possible to copy these beings into your own design; see your UA manual for more information.

Submissions for the Gallery are welcome and encouraged (the more fiends, friends, and creatures, the better). Send them to UANL@aol.com


Writing with Alex

Using Setting

It soon became apparent to me that plot, setting and scope were too huge a subject for one article. Too large, at least, for an article that wouldn't make this issue several Megs in size. With the thought of reducing my gentle readers' eyestrain, I decided to split my original subject matter for this month's issue into three separate articles (and thus three months worth of columns). So, without further ado, here is...

The Big Picture: Part I - Setting

[Excerpt from The Third Dream of Primion]

First there was only Primion. Within him was everything, and without him there was nothing. In the darkness of boundless time Primion slept, and time passed. In time Primion dreamed and his dream was of water and air, of earth and of fire. His dream was of Rothon.

While Primion slept a curious thing occurred. A growth appeared upon his head and another in his gut. As Rothon grew and took form, so too did the growths upon the body of Primion grow and take form. Eventually, the growths were nearly the size of Primion himself. Then the growths split open and from each sprang Primion's children, Solestra from his head, and Malbech from his gut.

Solestra, delighted with her creation, immediately went off to explore existence and the dream Rothon, while Malbech brooded over the cruelty of his birth. Thus it was that Malbech was sole witness to a third birth, one unknown to Solestra to this very day, the birth of Primion's third child Triamon, who sprang from the mouth of the sleeping, dreaming god.

I decided to discuss setting first for a few reasons. The plot I have in mind for our ongoing "project" is very dependant upon setting (mainly because it is not set in the Forgotten Realms(tm)). Therefore, the setting must be developed beyond what we would normally create for the comfortably familiar world of TSR's design. Further, scope will be heavily dependant upon the size and capacity of our setting. Finally, our plot is intimately tied to the setting. A similar story would not be possible in the Forgotten Realms, Krynn(tm), or Ravenloft(tm). Too many differences exist in the worlds' basic philosophies. We are exploring a new relationship between man and monster, and their gods.

Perhaps the first thing you should decide about your setting is how the laws of physics work. Does water always flow downwards? If not, why? Are the stars far away balls of burning gases, or are they creatures swimming in the upper atmosphere? Do certain combinations of chemicals have the same properties as in our world? Does gunpowder explode? Is gravity a constant force, or does it fluctuate? How long are the days and nights?

In our game world, called Rothon by its inhabitants, physics work much the same as in our own world. Objects fall when dropped. Gunpowder would work if anyone had invented it. The differences, while few, have a major impact upon our world. Magic is real. Clerical magic is granted directly by the gods. Wizard magic is drawn from the very fabric of the world. The sky is a great magic worked by the two major Gods worshipped on Rothon: Solestra Lady of Light, and Malbech Creator of Darkness, Lord of the Abyss. The reason for this is that Rothon is a pocket dimension, much like the dark domains of Ravenloft. It has finite boundaries, and is not a "globe" floating in space. In fact, Rothon is nothing more than the dream of an even greater god - Primion.

Now we get to the "excerpt" that I'm sure you are all wondering about. The Third Dream of Primion is my "creation myth" for the world of Rothon. This tale describes the creation of Rothon and all of its creatures. It also describes many of the basic "heroic" struggles up until the present "age". It is to be used as a reference for the PC's; with it, they will be able to understand the inner-workings of the world and its mythos.

The 'Third Dream of Primion' does not actually exist. I'll be adding to it monthly to illustrate my subject matter. Such a text would be useful to supply hints and information to the player of our adventure, fed to them over a period of time. This month's installment illustrates the very framework of our setting: a pocket dimension ruled by two warring gods (namely Solestra and Malbech). What about Triamon? Well, he is more intimately tied to our plot, and he will be discussed later.

Now that we know the physics of the world and its basic theology, we can begin to worry about the actual physical aspects. Where will our adventure take place on this world called Rothon? Will we need a detailed wilderness? How many cities will we need to map out? Are there going to be any dungeon-crawling segments?

Keeping in mind that we already have a basic idea of the plot, and with the development we have already gone through, these questions should be easily answered.

Our adventure will take place all over the only continent on Rothon, and some of the surrounding islands. So, we will need at least one detailed wilderness map. We will need to map out at least the capital cities of each nation on the map. Smaller towns can be done without maps. And yes, there will be at least one dungeon-crawl. The only specific one I have in mind at this point is the climax to the adventure.

There are two final aspects to our setting. These will be our "twists", or those unusual aspects to make our setting unique. Because Rothon is the dream of Primion, it is rumored in myth that if Primion can be awakened, the world will be destroyed (thus we see one of the aspects of my intended title). Also, Dark Elves exist on this world, but not as they do in many others. They are 'normal' elves who have made a conscious decision to be evil. By bathing in a unicorn's blood, they renounce their immortality, but gain infernal powers in the process. This ritual dedicates them to Malbech. He shows his favor upon them by turning their skin pitch black.

Our setting is now at a point where we can begin to address other concerns. However, it is far from complete. We will continue to return to setting as new or modified ideas come to us. The setting, like the title, will change as we work on other parts of the design.

Next month we will discuss "THE BIG PICTURE: PART II - SCOPE",

Until swords part,
Alex D. Karaczun


Notes & Staff Box

Staff box

-The UANL staff:-)

*Editorial staff:   
Editor-in-chief: Coric <Bryan SM@Aol.Com>        
Editor (MAC platform): WiredChild <WiredChild@Aol.com>
Assistant Editor: Kaviyd <Kaviyd@aol.com>
Assistant Editor: Shdwmstr03 <Shdwmstr03@aol.com>

*Columnists:
Reviews & Previews: Nyx Night, Nyx N1ghts <same :>
Art: Dika Wolf <Dika Wolf@aol.com>
Beginner's Corner: Autery <Autery@aol.com>
'The Dungeon': Kent Conrad <KentConrad@aol.com>
The Writing Workshop: AlexDK 

The UANL address: <UANL@aol.com>
There has been a minor staff change for this issue of the UANL. Ellistar is gone, and Autery has taken his place as the editor of the Beginner's Corner. 'The Dungeon' has also out-grown the original concept designed by myself and Aneroch; under Kent Conrad, it will become a 'seperate' entity (ie - uploaded seperately under the title 'the UANL presents: KentConrad's Dungeon!'). Expect it to be bigger, better, and meaner than anything we could've fit in the UANL zip file.

That's it. Nothing more.

Maybe one thing: *we need more submissions from freelancers! #6 had an incredible number of previews and outside submissions; this issue does not. I LOVE previews. Everyone loves previews - gamers get to salivate over up-coming mods. they might not have know about, and designers get some well-deserved exposure.

More than previews are encouraged, though. If you have a hankering to see your name in print & a relevant article in mind, submit it to 'UANL@aol.com' and I'll see that it gets into the next iss. Thanks for hearing me out...

::chanting - more submissions, more submissions::

Coric-<C> (or Bryan SM; whichever you prefer :)


Submission Guidelines (new!)

The UANL is open to all submissions from all authors. I encourage all of you to submit & become a part of the NL. Not only does it save the staff some unnecessary work, but it also makes the NL more interesting. However, there are several guidelines that need to be followed: We are now accepting submissions from every category of story - news, reviews, tips, etc. We also welcome and encourage art and module submissions. The Wanted! column will not be continued if I don't get more ads in (free, of course :)

Submissions are a key part of any hobbyist newsletter; ours is no exception. As I've said time and time again, this is YOUR NL! If you want it to be the best that it possibly can, you need to submit. We, the editors, cannot do it all by ourselves; we need your help (esp. you Internet users!)

(NOTE: all submitted material is subject to editing for clarity, brevity, and/or vulgarity. The UANL staff accepts no responsibility for anything said or implied in the free-lance articles; if you have a gripe, see its author. ;)


Editor's Notes

Like every issue thus far, I'm very pleased with the end result of our work. While it seemed like we'd never finish this issue (too much work elsewhere; not enough time for UA :<), we finally got it done. And I must say: it came out much better than I had originally thought. While it was tough to meet the deadline, everyone managed to pull through.

Developments in the world of UA have slowed down a bit since last month, but we've seen a gaggle (yes, a gaggle :) of new mods as of late. Moreover, our numbers are increasing, as increadible as it may sound: Just ask any one of the harassed and slightly irate AOL forum-goers who have been gracious enough to field the numerous requests for more information. Because of this new interest, and for our own sanity, I've included some ordering information elsewhere in this issue.

September was a month with an incredible number of uploads; hopefully, they won't slow down again. Many products were very well done, while others introduced us to some novice designers who will, no doubt, get better as time goes on. Our Mac-using friends have even managed to get some more support: an epic mod. or two has been u/l, and the MacUANL is coming very shortly (we hope). Expect to see some of their work in future issues of this NL.

I have only two regrets about this issue: the submissions to the NL kinda died off, and I wasn't able to write as much as I would've liked. You see, I'm doing my best to get MOT out as promised and have spent long hours working on it. So, I couldn't concentate on the NL (though that will change once MOT is released :). By the gods, I'll get it out by the end of October... remember when I promised to have it out last February? :>

Until next month, when the days will be shorter and MOT will be out and I won't have to do so much work in the real world ::hoping::

Coric-<C>


What is this UA thing and Where can I get it?

UA is, without a doubt, THE best game-design program on the commercial market. It creates high-quality VGA role-playing games, with classic AD&D rules. Designers are able to create their own art, maps, text, and combat sequences in a complex and dynamic universe. The only limitation is your imagination (and maybe that #$^&(!@ text-counter).

UA was used to create the commercial 'Gold Box' games by SSI. These include such classics like: 'Dark Queen of Krynn' and 'Pools of Darkness'. However, this version of the gold box engine requires no programming skill or technical ability. With it, many would-be game designers, artists, and budding writers have been able to produce the game of their dreams that would not have been possible otherwise. I owe a lot to UA; its given me many hours of design - and playing - enjoyment.

Even if you are not a designer, I would reccomend getting UA. It is one of the most versitile RPG systems on the market: there are hundreds of games to play, games that cost nothing! If you tire of one module or finish it, just download one of the many others available. There are games of all sorts on AOL, Compuserve, and the Internet: traditional dungeon-crawls, epics, hack-and-slashes, and interactive novels. Like the pen and paper AD&D, this system can be enjoyed over and over. There is never an end to the fun; the options truly are Unlimited.

TO ORDER:

Call SSI direct at 1-800-245-4525 or visit your local software retailer. The number of copies of UA are limited; you may have to hunt to find one. You may also check with the mail-order software companies (who usually have a large number of any title and can get you the most obscure of disks with relative ease). The SSI mailing address is as follows:

Electronic Arts/CODE SSI 53
P.O. Box 7530
San Mateo, CA 94403
or:
SSI Direct Sales
675 Almanor Ave., Suite 201
Sunnyvale, CA 94086-2901

General Notes

The number of extra files has been greatly reduced in this issue, as 'The Dungeon' has been uploaded elsewhere. The .Dat & .Tlb files belong to the Rogues' Gallery; see the actual NL for more information on them.

The actual NL is self-executing; simply type 'UANL7' at the dos prompt. The menus can be navigated with a mouse, the arrow keys, or the mumeric keypad. You may also print out the articles.

Several pics. have been included, too. Autery submitted a whole slew of art pieces; I included some of the smaller ones as a 'sampler'. The complete version is included in the AOL-uploaded 'Newart.Zip' file.

chstspr.pcx

dragonpi.pcx

magipic.pcx

ratcpic.pcx

The icon of the month is called 'c_who.pcx', done by EthanGL. SF fans may recognize the black cloaked warrior with a glowing sword; but due to a copyright and trademark restriction, we cannot print his name and had to alter his likeness a bit. Here's a clue to his identity: 'Dorthe Nailder' - or something close to it :>

c_who.pcx


HTML last updated: Jul 9, 1995