Joseph Zeo
Tale Spinner
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Apr-7-2009 21:05
I really doubt that Ben would allow another special items reward through SMs, unless we're at a professional writer level with an excellent line of stories like what Michael Bergen did. However, there's no harm in trying.
As to: "The test chances for tough or charm should be below 30%." That's really tough. I set one of my suspect in my SM at 30% and got one of my friend to test it, and even with all the tough skills and purg he still couldn't get through. I ended up raising the number just so people doesn't need to redo the SM again. I personally wouldn't want to waste another case on the same SM for this reason.
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Joseph Zeo
Tale Spinner
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Apr-28-2009 09:22
My way to get through this 'problem' is to design various channels to get to the same suspect: certain townie you create respond better with tough, but through another route another townie respond better with charm. That way, the game seem difficult, but if the play persist, they'll still find all the suspects in the story (and no one can write the walk through unless they offer one for toughies and one for charmies, ha!)
I took it one step further now, in my 2nd SM that i'm currently still writing, that the player will face a situation where they will need to choose between A & B, knowing very well that answering wrongly will guarantee a dead end. It's not hard to do: set the 'number of question before clamming' to 1, and set both charm and tough at 0%.... I know, I know, it's evil, but as long as you give the play another route to go if they fail, it'd be actually a lot of fun.... i think. Can't wait to test it out myself....
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