Game
Vagrus - The Riven Realms


6 years ago

Devlog #19 | Passengers (Game Design Post)
Another example of how the decades long #worldbuilding of our home-brew #dnd setting influences our #gamedesign for #Vagrus: allowing the players to transport passengers between settlements to earn extra coins.


▶️ Consider supporting us with backing the project and/or sharing our campaign at http://fig.co/VAGRUS. Thanks a lot!


Throughout your journeys as a vagrus, you will come across many people who want to get from one place to another on the broken continent of Xeryn. This might seem trivial but travel over the accursed wastelands of the Empire a perilous venture which makes most people try to avoid it whenever they can.

Those who that do undertake journeys often pay comitati such as yours to take them where they want to be. In-game, this provides an optional source of revenue to help you keep afloat but one that requires you to plan your path ahead considering several factors, including where your passengers wish to go and how long you have to deliver them there.

Passengers are available at mansios (and are randomized) or sometimes in events (where they are specific). You do not only have to feed them on the way but also have to protect them as attacking monster or outlaws can easily slay them. Mind you, some of them can even give you a hand in defending your comitatus (more on that later).

You can see the statistics of passengers related to crew on the Crew Pane, while other information can be observed in your Journal (redesigned to include a Passengers Page).

We feel this system adds another layer to planning and risks during travels in Vagrus, one which also has the potential to tell tiny stories of people who risk a lot by venturing forth with you.


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