Welcome to the RPG Codex LP of Fallen Gods. Some moron apparently thought it would be a great idea to have me present the beta version of his bad game to the public, so here we are!
Yes, this is a beta (bro), so there may be issues. I gave it a few test spins and it seems to be stable enough, and these playthroughs were also enough to convince me that this should make for p. good LP material.
So without further ado, let's dive right in.
The carving on the big runestone sticks out as loading progresses, which is a cool effect. Also comrade protip gives us some gameplay hints.
Almost there.
Fittingly for the Codex, the game begins with a giant pile of turd.
And the turd glows!
After which our badfella emerges.
And stumbles...
And rises again.
So here we are. We got kicked out of not-Valhalla and have 90 days to find a way to get back before we become a normie. The turd pile was actually the burning crater left from our fall towards earth.
We actually have a pretty gud starting setup - there's no chargen, so it's completely random. In the upper left corner are our god's stats - might (fist icon, 5), wits (brain, 5), speed (boot, 6), HP (6 blips). This should make us survive some beating while also succeeding in brainy dice rolls.
We also have a wolf fetch for facetanking, and a starting fighter who decided to tag along when he watched us fall:
~*if you wish upon a star*~
We also have a bunch of starting resources that include 1 soul (the swirly thing under the god's stats, this is used to power DIVINE MAGIX), 16 food and 4 gold (top right corner). 4 gold is super low which is a bummer, but alas. The yuge 90 is also our time left in days. We want to watch this carefully. Zero days = game over.
Here's our general starting location. Before we embark on our GODLY QUEST, we inspekt our starting stuff. Clicking the party members gives us these screens:
"Healing ways and a heart tied to the wilds" are our god skills (DIVINE MAGIX) that have various uses which will become apparent as we play.
The wolf is invaluable because she's a strong combatant and loyal to the death.
Fighters are cool dudes that smash gud and doesn't afraid of anything. He'll serve us well.
Notice the orange aura around his portrait. That's his morale. We'll have to watch it as well because red morale = bad. Low morale dudes will underperform and may also run away from combat.
We also have a special starting item. Whatever good it will do us.
A bird's eye view of the map. We'll see how much of it we'll manage to uncover by the end.
We don't start in the immediate vicinity of too many points of interest.
First is this woodstead. This will be the first place we'll visit since it's so close. At worst it'll hold nothing of interest for us.
This songstone we can use to teleport to others like it on the map. It costs souls, though, and we'd be stupid to waste our starting 1 on that.
And likewise this dock would let us sail to other docks or towns... if we had more than 4 gold on us.
That's about it for our starting setup. Here's how the LP will work: you'll get to vote on a god 'archetype' that will largely determine how I'll approach events, and I'll only stop for major or more interesting ones to put them up to the vote. This is because otherwise I'd probably have to stop every 5 steps to update.
I have four starting routes to propose:
This one, designated A, will take us through a shrine, a steading, and a town, and will later probably lead us to a big and scary cave. The different settlement types will give us different followers to hire, and may also have events to resolve.
B will take us to a steading and a town, after which we might go plunder some barrows.
C leads to a shrine and a steading, with a cave next to the steading that should be ripe for exploring.
With D we'll go through a hillstead to a castle and who knows where next.
Also remember that other stuff may happen along any of these routes, so it's unlikely that we'll just be touring the local riviera.
Finally, PICK YOUR GOD ARCHETYPE.
1. The Good Incarnation - You got kicked out of not-Valhalla because you whined so much about helping the downtrodden yokels back on earth that everyone decided to let you see to it personally. We'll be such a goodly god that everyone will think we're the second coming of Jesus.
2. The Practical Incarnation - You got kicked out because your constant scheming and flip-flopping left you strongly unwelcome. We'll try to be pragmatic and pick whatever choices fit our agenda.
3. The Paranoid Incarnation - You got kicked out because everyone hated your guts. You are the asshole god. Woe unto anyone who runs into you because the desire to be a dick is just too strong. We'll make sure to insult, swindle, ridicule, bash and fart on everyone we come across.
Choose wisely.