gbaji wrote:
Not to burst your "uphill both ways" story, but sharpening stones could be purchased in Kaladim. I'm pretty sure you could buy them in Ak'anon, Felwith, and Kelethin as well (but never checked since I had did most of my really early smithing in Kaladim).
Nope, no sharpening stones in Kelethin, my first great adventure out of Greater Faydark was driven by the desperate need to run to Kaladim to sharpen my rusty ******* sword
gbaji wrote:
You did have to move around from vendor to vendor to get everything you needed, but if you worked in the right spot it wasn't that bad. For smithing, you ended up wearing a furrow into the path between the merchants at the shop in NFP (near the temple), and the merchants in EFP that sold many of the goods you'd need, along with stops at a couple other nearby places to buy water flasks and such. However, once you got into the 120ish range (working on banded), you could get everything you needed from just one smithing shop in EFP (with a forge right outside). It was one of the harder spots to find of course, but it was always busy...
Heh, I recall a time when High Hold Pass was considered the "in place" to do TSing because there was a nice selection of TS merchants and tools all close together.
Just had to be awake enough to dodge the occasional wayward Gnoll that would come visiting
gbaji wrote:
I'd go 3 or 4 full days worth of play sessions without ever setting foot back in town. Of course, if you died, you could always just buy supplies back at your bind point as well, so that worked too. The travel issue really cut into vendor selling though. For the most part, once you were "full" on gear, you were done looting. Today, people habitually hunt for an hour or so, then run off to a vendor to sell before continuing. It's just that easy to do that today, when it was incredibly time consuming back then.
The Warrens were typical of the pita that this was.
Seems hard to believe now, but The Warrens was once a very isolated spot (for goodies) and the run from Erudin seemed long dangerous
and a couple of back packs full of the bamboo armour stuff would have you encumbered and crawling along like a snail.
P.S.
Although I am not usually one who views the early game through "rose tinted glasses" and do think that on the whole the game is much better today, there is one aspect that has been lost and has taken away some of the good feel to the game.
It is true that in the early days it did literally take several hours of game time to run from Kelethin to Qeynos, but there was something about the journey that gave a very real feeling of travel and having finally arived at your destination there was a sense of accompishment.
I think that in part it was because there were actually people there at your destination who in those days would greet you with a warm welcome. I guess that running from Kelethin to Qeynos now to find that you had arrived at a ghost town would be a majot let down.
But also part of it was the "adventure" along the way. I don't mean so much "dieing in Runnyeye" (or HHP) and having to do a 2 hour CR. More along the lines of the changes of scenery and environement, and community along the way.
For some one from Kelethin the run tothe boat in Butcherblock was slightly risky but mundane enough because it was home territory, but arriving in Freeport after the trip through Ocean of Tears was really exciting, aside from frequently getting lost and being afraid of the seweres and the "bad" part of town, it was full of different races (PCs I mean not NPCs), the West Freeport gates would be crowded with people all talking and going about there business, giving a real feeling of a bustling busy city.
Then as you ran through the commons the people got thinner on the ground and the mobs became more dangerous and seemed to be everywhere (remember the patrolling Griffon who killed PC and NPC alike at will). By the time you hit Kithicor you were feeling that you were really now a very very long way from civilisation and strated to run for your life.
Rivervale was like a sanctuary in the midst of all this danger. Again there would be the feeling that you had come out of the wilderness into "civilisation"
there would be people there to great you ask about your journey give some helpful advice (like don't go left in Runnyeye or you will be killed for certain and never get you corpse back, just to add to the tension
).
Then again as you left Rivervale and headed for Runnyeye you began to get that feeling of forboding, it really did feel like you were leaving civilisation behind and heading into the depths of some unknown evil.
(Actually we never did die in Runnyeye, we always made it through feeling very happy with ourselves and then got killed variously by Mudmen and Minatours in the Gorge
)
Zoning out of The Gorge into East Karana was like stepping out of the darkness into a warm sunny morning, there were merchants and camps of people to run to for safety. Little did we realise that East Karana was even more dangerous than The Gorge until death by various spiders, gnolls and Evil Eyes taught us differently. And so began the terifying run through East Karana, into North Karana, where we would try our best to dodge the incessent criss crossing Griffawns, Hill Giants and lions while stnding in the gypsey camp calling out for a bind.
The number of brave but hapless casters who died at the gypsey camp trying to bind people were countless
but we thank them from the bottom of our hearts.
Bind or no bind you then had to push on into what seemed like the endless run through West Karana, again the progression through WK gave a real feeling of gradually leaving the dangerous wilderness and coming closeer to civilisation and safety. As you got closer there were more people, there were settlements, then guards and then, if you were lucky enough to have dodged the Werewolf's periodic patrol you zoned into Qeynos Hills. Suddenly you had the feeling that the journey was coming to an end and you were very near to civilisation, there were nice roads, patrolling guards, groups of people out hunting in the fields.
Yes you did still have to keep your wits about you as you dodged the skeletons and gnolls, but then finally you arived at the steps into Qeynos and there would be a crowd of people sitting and milling around, just like there was at the gates of Freeport when you had left so many days ago (seemed like).
The friendly greeting, the buzz of converation and the feel of a crowd of people going about their daily business really did make it feel like you had arrived somewhere important after a long and hazardous journey.
I understand how this is impractical from a day to day game playing perspective, but loosing this really has changed the feel of the game and I'm not to sure that that was such a good thing.
Edited, Mon Jun 20 21:38:33 2005 by Iluien