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Player Autonomy: Journals

For discussing role-playing video games, you know, the ones with combat.
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Dorateen
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Player Autonomy: Journals

Post by Dorateen »

This thread is to follow up on the recent discussion about in-game quest logs. It is pretty much a standard convention in modern computer role-playing games. But having started from pen and paper in the early eighties, and then moving on to the digital counterparts, taking notes and mapping on graph paper always seemed like second nature to me. Older games such as Wizardry, the first two Might & Magics, and even the Gold Box games had no such record keeping and it was up to the player to take notes as needed. For me, it was not just about writing down important bits of information, but also chronicling our party's adventures, which I have done for many years.

In the interest in sharing a style or habit that would be considered archaic today, here are a few pages from the spiralbound notebook I would keep while playing these venerable titles.

Death Knights of Krynn, the direct sequel to Champions of Krynn, and one of the more non-linear adventures of the Gold Box series, allowing free exploration of the overland map. Started this one in 1991.

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Also, here is a page from Might & Magic III. Even though this was the start of those games including an in-game quest log and noting important information, I would continue to maintain a hand written journal.

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Post by Oyster Sauce »

Best post on the site
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Post by Nemesis »

Keep them coming.
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-We win (of course)
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Post by rusty_shackleford »

This makes me want to write journal entries while roleplaying as my character. :pipe-thinking:
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Post by Oyster Sauce »

Did you ever make doodles?
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Post by Vergil »

rusty_shackleford wrote: September 17th, 2024, 00:36
This makes me want to write journal entries while roleplaying as my character. :pipe-thinking:
I do this (well, used to) for TES games. I have a journal mod that lets you write in a book in game and will write updates as my character. Even had a fake quest log in Skyrim for different "assignments" my character was on .
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by Dorateen »

Here's another one.

Wizards and Warriors, D.W. Bradley's cRPG from 2000, sometimes considered unofficially Wizardry 7.5

I should mention that the core party of six characters I run with are derived from D&D tabletop characters, and they are featured throughout all the games I've played, adapted for the setting as needed. Lots of evil to be confronted in the Gael Serran.

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Post by Dorateen »

Wizardry 8

At the top of the page, I had kept manual track of insta-kills from different characters, with our faerie ninja of course leading the party.

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Post by rusty_shackleford »

Luved Wiz 8 when I played it,everything besides the respawning enemies anyways.

Thanks for sharing.
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Post by Dorateen »

This Day in History

Twenty-two years ago on September 27, 2002, playing Icewind Dale 2. Starting the second chapter, and had some interesting encounters.

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Post by Dorateen »

As we approach the Thanksgiving holiday this month, I was looking back at the journal I kept for "Temple of Elemental Evil". This was a cRPG I picked up on release in 2003, and by the end of November, our party was working through the adventure in the village of Hommlet.

I think I mentioned previously, the party I run is a reoccurring ensemble, based on original pen and paper characters. The journal regularly features shorthand and nicknames, as I recorded events and conversations. In this case, Z refers to our Paladin, Lord Zurak. It was interesting how we let NPC Zert join the party without knowing anything about him. But the game later lets a Paladin player character detect that Zert is evil, and we had to kick him out of the group. ToEE is regarded as a well designed DnD combat simulation, but it also featured competently implemented role-playing options.

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Post by asf »

id post my horible handwriting on games from 30 years ago, but they are lost to the sands of time
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Post by WhiteShark »

I mostly take notes in metroidlikes and other exploration games to remember points of interest. Modern RPGs typically journal for me or are so braindead as to not require notes in the first place. These journal entries you're posting are really cool, but I don't think I could be bothered. It makes me nostalgic for my childhood when I could happily play pretend by myself for hours.
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Post by Dorateen »

I've been recently thinking about the Realms of Arkania series, in particular the middle installment of the trilogy "Star Trail". As a sequel, it improved upon Blade of Destiny in almost every conceivable way and I was eagerly playing it in the spring of 1995.

One of the things I remember fondly was reaching the dwarven town of Finsterkopp. Elves and Druids were forbidden to enter part of the town (perfectly reasonable). But when the rest of the party got stuck in the main dungeon, our Ice Elf was able to cast a spell to camouflage himself as a dog... bypassing the guards and joining us in the dungeon. Mechanically speaking, this was achieved through the game's ability to let the player split the party and run them between different areas, then link up again.

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Post by rusty_shackleford »

Dorateen wrote: November 15th, 2024, 19:17
One of the things I remember fondly was reaching the dwarven town of Finsterkopp. Elves and Druids were forbidden to enter part of the town (perfectly reasonable). But when the rest of the party got stuck in the main dungeon, our Ice Elf was able to cast a spell to camouflage himself as a dog... bypassing the guards and joining us in the dungeon. Mechanically speaking, this was achieved through the game's ability to let the player split the party and run them between different areas, then link up again.
That's good design all around and something the genre really needs more of.
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Post by Dorateen »

rusty_shackleford wrote: November 15th, 2024, 21:10
Dorateen wrote: November 15th, 2024, 19:17
One of the things I remember fondly was reaching the dwarven town of Finsterkopp. Elves and Druids were forbidden to enter part of the town (perfectly reasonable). But when the rest of the party got stuck in the main dungeon, our Ice Elf was able to cast a spell to camouflage himself as a dog... bypassing the guards and joining us in the dungeon. Mechanically speaking, this was achieved through the game's ability to let the player split the party and run them between different areas, then link up again.
That's good design all around and something the genre really needs more of.
Something similar was present in Might & Magic II. There were areas in dungeons that restricted certain classes and races, requiring the player to shake up his party. That kind of RPG had a roster where up to twenty-six characters could be created, and different parties could be assembled to run through the game.
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Post by WhiteShark »

Dorateen wrote: November 15th, 2024, 21:34
rusty_shackleford wrote: November 15th, 2024, 21:10
Dorateen wrote: November 15th, 2024, 19:17
One of the things I remember fondly was reaching the dwarven town of Finsterkopp. Elves and Druids were forbidden to enter part of the town (perfectly reasonable). But when the rest of the party got stuck in the main dungeon, our Ice Elf was able to cast a spell to camouflage himself as a dog... bypassing the guards and joining us in the dungeon. Mechanically speaking, this was achieved through the game's ability to let the player split the party and run them between different areas, then link up again.
That's good design all around and something the genre really needs more of.
Something similar was present in Might & Magic II. There were areas in dungeons that restricted certain classes and races, requiring the player to shake up his party. That kind of RPG had a roster where up to twenty-six characters could be created, and different parties could be assembled to run through the game.
Wizardry III had areas that only allowed characters of specific alignments, and I hated it. I'm not against the idea of multiple parties in principle, but, in this case, it just meant grinding up another party on the same stuff I had already seen in order to continue. It felt like an artificial time waster.
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Post by Dorateen »

In December 1996, I was playing "Wake of the Ravager", the sequel to Dark Sun: Shattered Lands. This adventure featured interesting locations and some creative, unique encounters. For example, here the party confronts the legendary anti-hero of Athas, El. The sword El's Drinker, introduced in the first game, was named after him. A vampiric weapon, which transfers damage done against enemies to the character's hit points. During Wake of the Ravager, a clan of yuan-ti are summoning El and it culminates in a big battle. How cool is that.

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Post by rusty_shackleford »

I briefly considered taking notes like this but then I remembered I can't even read my own chicken scratch. :melt:
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Post by Dorateen »

Since Eye of the Beholder narrowly missed being selected as the festive junior adventurer's guild RPG to play this month, I thought I would post a couple of journal pages when I was crawling through that dungeon back in the nineties. It featured credible exploration, and real time combat notwithstanding, had a decent backstory. It's always good to see more dwarven content.

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Post by Tweed »

Fun fact: The Amiga version has a full ending sequence instead of a crappy wall of text like the DOS one.
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Post by J1M »

My parents drew detailed maps for The Legend of Zelda that I used to complete the game on an emulator when I bought my own computer.

Not likely to still exist so I can't share them.
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Post by WhiteShark »

I'm going to share some maps here from the game I'm currently playing. If you want to keep this thread to journals only, I'll put it somewhere else @Dorateen.
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Post by Dorateen »

That’s great. Player made maps is right up there with keeping your own notes/journal. Feel free to share such cartography here.
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Post by J1M »

Cross-posting my maps for Crystals of Arborea.

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Post by Norfleet »

I don't engage in anything as barbaric as scribbling on dead trees, creating an evidence trail I cannot quickly destroy, so I just use NOTEPAD.EXE for this.
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Post by WhiteShark »

Here's a map I made for a single puzzle in the same game. As you can see, I had to stitch together four screenshots to make a single image of the whole room to write on. The gimmick was that every tile located orthogonally between two raised tiles was trapped. Stepping on one would do damage to the party leader and, more importantly, lock the two chests and raise a barrier (shown active above) preventing progress to the next room. The tiles with a brick pattern couldn't be traversed, but they also did not have traps leading away from them.

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Post by Havitner »

When I was starting out in Ultima Online I kept a journal of various landmarks and easter eggs using the in-game writing system. I also used the sextant item to specify the coordinates, just in case I wanted to find a given landmark again later.

I didn't bother making a copy of the book to keep in my vault, though, and so it despawned along with the rest of my stuff when I died and couldn't make it back to my corpse in time. A treasure trove of 'dead knight leaned against tree', 'NPC named Gaylord', and 'I'm pretty sure that fallen log was made to look like a naked woman on purpose', lost to the mists of time forever.

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Post by rusty_shackleford »

Being able to write a journal from your character's pov might be a strong contender for (part of) the definition of an RPG.
Games that tend to be gray areas often fail this because you're playing as someone else and might at best guess their thoughts. :scratch:
Much to think about!
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