A game still in development, focusing on Norse legend and culture in the Dark Ages; it will be released as both a T-Engine module and a variant in its own right (thanks to TheFury and a few regulars on IRC channel #angband). This page will discuss the "module" release when it becomes available; the "variant" release is covered elsewhere.
Player/mod-maker suggestions wanted
I've got some general ideas in each category below, but need some help fleshing them out. Anyone who knows more about the Dark Ages (especially in Scandinavia) and local myths is welcome to post ideas in one of these categories:
You're welcome to post general discussion of the game below; this includes "which category does comment XYZ belong in?" questions.
- = Discussion =
BucketMan: The Norse world will make a great module; I'd be happy to share thoughts. Could you give us a little more framework to work within, though? From our discussion on the forums, your setting is going to be a bit different than I first imagined, and it would be easier to help add meat and muscle if there were more of a skeleton available for us to look at.
IngeborgNorden: Are you talking about an outline of planned features that I've already decided, a set of plotlines, or some other bare-bones starting point? (I've made to-do lists and have a set of tweaked info files for the "standalone" Norseband; the latter could be converted further for use with the "module" version.)
P.S. I may take longer to answer than usual; since my own PC can't dial in now (phone problems, ugh!) I have to type these notes on a public computer.)
Orvin: Not sure where to ask this, but are you including Greenland in Norseband, and, if so, are you including (ancestors of the modern Greenland) Inuit? My understanding is that the question of whether Greenland was uninhabited when the Norse first arrived is unsettled. Regardless, perhaps it would be interesting to include some proto-Intuit-type people...if included as players, they would not seem to fit with your current religion model, as I understand it.
IngeborgNorden: Besides the religious problem. including Greenland may make the gameworld map too large to include the "mythical" places (i.e., outside Midgard). It would also add more sea travel than some high-level characters can handle...at least, if the game engine has hard-coded the difficulty of crossing wilderness.
A Norse-themed game ought to include some sailing, but I've lost 45th-level ToME characters to Krakens (which are Norse enough to keep in my module). BucketMan: There are lots of ways around this. You could eliminate the ambush scripts, or Krakens. You could keep them, but define multiple types of water of varying difficulty, so that ambushes and random monsters were less nasty. You could forbid monsters from appearing in water entirely. You could set up stores in port towns that ferry characters from one port town to the next so the character didn't actually have to do the traveling. Lots of solutions.
Sirrocco: Alternately, go for the "feel of the thing" effect. Personally, I figure the problem isn't that you might get ambushed on deep water squares (because deep-water travel *should* be dangerous in a Norse-based world, and dangerous in a way that Being Mighty would help you overcome.) I figure the problem is getting ambushed by more than one Kraken at once. That's just silly. Tweak the ambush script so that you only wind up being attacked by one - it'll still be a threat to the lower levels (which is as it should be) but reasonably high-level characters should be fine. (Personally, I've taken out Lesser Krakens with moderately cheese-filled lvl 30ish characters). Travelling across the waves and being attacked by a Kraken? Plausible. A Kraken and perhaps some sharks? Plausible. Three Krakens and a dragon turtle? Not so much.
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