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What is the Adventurer's Guild?

Participate in a new RPG each month with other members of the HQ
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SpellSword
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Post by SpellSword »

rusty_shackleford wrote: ↑ November 21st, 2024, 04:49
I'd be open to special badges for completing it the same month e.g., golden border?
I think that it may promote rushing through the adventure each month instead of taking the time to enjoy it. Image

At the moment if someone is still finishing up as the next month rolls around, or joins the Adventurer's Guild at a later date and wants to go after a previous game's badge, they can still earn it at their leisure. I like that. :pipe-hat:
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Post by Jordy »

A quarter of the month is trying to get the game to work.
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Post by rusty_shackleford »

Jordy wrote: ↑ November 21st, 2024, 11:53
A quarter of the month is trying to get the game to work.
https://github.com/doitsujin/dxvk

drop-in replacement for d3d8/9/10/11 that translates the calls to vulkan, most drivers have **** unmaintained d3d8/9/10 implementations so this fixes a lot of issues.
To use it, you just place the dlls next to the game's .exe file, you'll know it's working if it creates a game_exe_name.dxvk-cache file, where game_exe_name is obviously the game's exe file without .exe
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Post by rusty_shackleford »

Acrux wrote: ↑ November 21st, 2024, 05:50
Hey - quick idea: how abut special badges for hard mode or specialty runs or full DLC runs?
Would you guys oppose a golden badge for the highest scorer in Amberland, and other games that have objective scoring systems?
Last edited by rusty_shackleford on November 22nd, 2024, 14:03, edited 1 time in total.
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Post by WhiteShark »

rusty_shackleford wrote: ↑ November 22nd, 2024, 14:02
Would you guys oppose a golden badge for the highest scorer in Amberland, and other games that have objective scoring systems?
*double checks Amberland score*
Why yes, that sounds like an excellent idea!
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Post by J1M »

Does AG have any guidelines about release date? Asking before someone nominates Bloodlines 2.
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Post by rusty_shackleford »

J1M wrote: ↑ September 23rd, 2025, 01:12
Does AG have any guidelines about release date? Asking before someone nominates Bloodlines 2.
iirc we decided to use Fallout as the split date between AG/JAG
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Post by J1M »

rusty_shackleford wrote: ↑ September 23rd, 2025, 01:13
J1M wrote: ↑ September 23rd, 2025, 01:12
Does AG have any guidelines about release date? Asking before someone nominates Bloodlines 2.
iirc we decided to use Fallout as the split date between AG/JAG
Informative.

I guess I should have said JAG. As in, can a game that released last month be nominated? Or is there a buffer to make it more accessible via price drops and sales and such?
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Post by rusty_shackleford »

J1M wrote: ↑ September 23rd, 2025, 01:15
rusty_shackleford wrote: ↑ September 23rd, 2025, 01:13
J1M wrote: ↑ September 23rd, 2025, 01:12
Does AG have any guidelines about release date? Asking before someone nominates Bloodlines 2.
iirc we decided to use Fallout as the split date between AG/JAG
Informative.

I guess I should have said JAG. As in, can a game that released last month be nominated? Or is there a buffer to make it more accessible via price drops and sales and such?
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Post by Alonso »

What's the difference (if any) between Adventurer's Guild and Junior's Adventurer's Guild?

Also what's the current situation? Is the voting for November already finished? Is Geneforge already chosen as the game for November? Have people already started to play it?

I'm new to the forum, and I'm just trying to get a general idea of how the Adventurer's Guild works.
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Post by rusty_shackleford »

Alonso wrote: ↑ November 2nd, 2025, 10:23
What's the difference (if any) between Adventurer's Guild and Junior's Adventurer's Guild?

Also what's the current situation? Is the voting for November already finished? Is Geneforge already chosen as the game for November? Have people already started to play it?

I'm new to the forum, and I'm just trying to get a general idea of how the Adventurer's Guild works.
AG was the original but we have a lot of zoomie zooms here that don't like games from the 80s/early 90s, so JAG is for newer games.
AG is done more infrequently, games are picked either by request or by random. JAG is done by voting, posters that complete the current month's game get to suggest a game for the next month.

Yes, Geneforge was selected for November.

You can complete the games any month tho, just post proof in the thread for the game(end screenshot, etc.,), it operates on an honor code. You get a neat badge.
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Post by Xenich »

Just a thought, but it would be nice to seem some perspectives of modern younger players on the games in comparison to modern design as to what they think, the issues they encounter and how these older games fared in terms of their mechanics.

One of the biggest things I have noticed between older games vs newer ones is that the old generation of design put a lot of weight on the player to figure out things for themselves in play. some may have been due to various limitations of the time, but I think some were just the concept of expectation that the player was supposed explore and figure out play themselves, that a mystery, or unattended concept/issue in the game was part of the charm of play (at least that is how I view it now, and experienced it when these games were released).

Maybe a list of the Adventure Guild games played, and various comments provided to a special page would be nice eh @rusty_shackleford? Kind of like a lore of the old games, and a new generation of plays perspective?
Last edited by Xenich on November 6th, 2025, 21:22, edited 1 time in total.
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Post by rusty_shackleford »

Xenich wrote: ↑ November 6th, 2025, 21:21
Just a thought, but it would be nice to seem some perspectives of modern younger players on the games in comparison to modern design as to what they think, the issues they encounter and how these older games fared in terms of their mechanics.

One of the biggest things I have noticed between older games vs newer ones is that the old generation of design put a lot of weight on the player to figure out things for themselves in play. some may have been due to various limitations of the time, but I think some were just the concept of expectation that the player was supposed explore and figure out play themselves, that a mystery, or unattended concept/issue in the game was part of the charm of play (at least that is how I view it now, and experienced it when these games were released).

Maybe a list of the Adventure Guild games played, and various comments provided to a special page would be nice eh @rusty_shackleford? Kind of like a lore of the old games, and a new generation of plays perspective?
A lot of the AG games were picked because they were obscure, which is why they were picked randomly. JAG games are a popularity contest
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Post by J1M »

Xenich wrote: ↑ November 6th, 2025, 21:21
Just a thought, but it would be nice to seem some perspectives of modern younger players on the games in comparison to modern design as to what they think, the issues they encounter and how these older games fared in terms of their mechanics.

One of the biggest things I have noticed between older games vs newer ones is that the old generation of design put a lot of weight on the player to figure out things for themselves in play. some may have been due to various limitations of the time, but I think some were just the concept of expectation that the player was supposed explore and figure out play themselves, that a mystery, or unattended concept/issue in the game was part of the charm of play (at least that is how I view it now, and experienced it when these games were released).

Maybe a list of the Adventure Guild games played, and various comments provided to a special page would be nice eh @rusty_shackleford? Kind of like a lore of the old games, and a new generation of plays perspective?
People often post mini-reviews when they complete these games. As you mentioned, the hurdle is getting whoever you are referring to here to play these games in the first place.
Last edited by J1M on November 30th, 2025, 14:37, edited 1 time in total.
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Post by Xenich »

rusty_shackleford wrote: ↑ November 6th, 2025, 21:25
Xenich wrote: ↑ November 6th, 2025, 21:21
Just a thought, but it would be nice to seem some perspectives of modern younger players on the games in comparison to modern design as to what they think, the issues they encounter and how these older games fared in terms of their mechanics.

One of the biggest things I have noticed between older games vs newer ones is that the old generation of design put a lot of weight on the player to figure out things for themselves in play. some may have been due to various limitations of the time, but I think some were just the concept of expectation that the player was supposed explore and figure out play themselves, that a mystery, or unattended concept/issue in the game was part of the charm of play (at least that is how I view it now, and experienced it when these games were released).

Maybe a list of the Adventure Guild games played, and various comments provided to a special page would be nice eh @rusty_shackleford? Kind of like a lore of the old games, and a new generation of plays perspective?
A lot of the AG games were picked because they were obscure, which is why they were picked randomly. JAG games are a popularity contest
J1M wrote: ↑ November 30th, 2025, 14:36
Xenich wrote: ↑ November 6th, 2025, 21:21
Just a thought, but it would be nice to seem some perspectives of modern younger players on the games in comparison to modern design as to what they think, the issues they encounter and how these older games fared in terms of their mechanics.

One of the biggest things I have noticed between older games vs newer ones is that the old generation of design put a lot of weight on the player to figure out things for themselves in play. some may have been due to various limitations of the time, but I think some were just the concept of expectation that the player was supposed explore and figure out play themselves, that a mystery, or unattended concept/issue in the game was part of the charm of play (at least that is how I view it now, and experienced it when these games were released).

Maybe a list of the Adventure Guild games played, and various comments provided to a special page would be nice eh @rusty_shackleford? Kind of like a lore of the old games, and a new generation of plays perspective?
People often post mini-reviews when they complete these games. As you mentioned, the hurdle is getting whoever you are referring to here to play these games in the first place.
Hmm... a common problem I guess these days. I find it hard to accept arguments on game design from people who have never experienced the past games design concepts. I guess that is why we have a lot of problems with gaming today (outside of political activism). That those who proclaim superior opinion over gaming design have little to no experience with past gaming.

I understand the knee jerk response from visuals and quick generalized summations of various immediate game play, and there is always the issue of era evaluation causing misunderstanding with the evaluating audience, but to dismiss these games of the past for what they do provide in various means would be ignorant, arrogant, and ultimately unproductive to any evolution of understanding in gaming development process, which would likely explain why we currently deal with problems that were solved in understanding of the past.

I guess I would just like to see an honest evaluation of a modern gamer in these games. I mean "honest", not ******** era driven comments, but real evaluations based on their perspective. I think those "details" would clearly show the divide we have with gamers, and not simply the "mainstream ******" views we see, but from those here who I respect, but honestly... are HEAVILY influenced by their era of gaming design which I think is ultimately detrimental to gaming at its core and I don't say this with disrespect or malevolence.