Did anything really change with Venator bow?
▲ 195 r/2007scape

Did anything really change with Venator bow?

Today's patch said it fixed something with Venator bow targeting.

I took it to Colosseum and didn't notice anything unusual. Actually I was quite disappointed that it still couldn't find targets from the 3x3 enemies stading next to each other :/

u/Tuxxa — 8 hours ago
▲ 303 r/2007scape

Bronzeman is an UNLOCK MODE, not a prestige mode. FAQ for the doubters.

Q: Bronzeman is just a main with extra steps
A: The extra steps are the progression. Main can skip gear progression content with gp; Bronzeman has to unlock it. The GE convenience comes only after you’ve gotten the item yourself. This ofc is centered around gear progression, not the supplies.

Q: Why not just self-restrict on a main?
A: Same reason Ironman/UIM are official modes: enforced rules are more satisfying than pretending. Game tracks your unlocks and you can’t simply abandon the restriction when you go dry. “You could self-impose it” would equally argue against every official restricted mode.

Q: Just use the RuneLite plugin!
A: Plugins aren't available on mobile and aren't reliable across every device. Official support means engine-level restrictions and permanent progression tracking.

Q: We already have the Collection Log.
A: The Collection Log only records what you got. Bronzeman makes 'what you got' determine what you're allowed to buy afterwards. That's the game mode mechanic Bronzemen want.

Q: What about GE flipping, alts and gp transfers?
A: Bronzeman is an unlock mode, not self-sufficiency mode. The only rule that matters is get the item before you can buy it. Bronzeman isn't claiming you personally earned every GP or supply afterward.

Q: Bronzeman shouldn't have own HiScores.
A: Fine. Treat them like main HiScores, or don't have separate skill HiScores. I don't care. The gameplay restriction is what we want, not competitive prestige. Boss kc, clues, minigames and collection progress can still be tracked.

Q: If integrity doesn't matter, why was Unbound removed?
A: Because Unbound could circumvent the one restriction Bronzemen actually care about: getting the item drop before unlocking it. It was a different concept and has already been dropped.

Q: Ironmen don't quit because of supply upkeep. They quit because they go dry.
A: Some do. Others just hate herb runs, potion making, Zulrah scales, ammo etc. upkeep. Bronzeman is aimed at people who want to unlock things and earn freedom, not at players who already love every part of Ironman.

Q: You'll still go 1,000+ dry at CG or raids!
A: Yep. Bronzeman doesn't remove the hunt for rare drops. It removes the chores surrounding that chase. No more stopping the fun pvm to farm seaweed.

Q: So it's just easy-mode Ironman.
A: Wrong comparison. Ironman is about Can you sustain everything yourself? Bronzeman is about Can you unlock everything? Different restriction, different audience.

Q: You can cheese skilling through GE!
A: That's not cheesing the rule, that is the rule. Bronzeman cares whether you've unlocked an item, not whether you personally farmed and crafted every component or how you got your levels. Want that restriction? Play Ironman.

Q: Eventually a Bronzeman basically becomes a main anyway.
A: Exactly. That's progression we want. Your account earning its freedom as your unlock list grows.

Q: If it isn't prestigious, why make it official?
A: Because game modes can exist because they're fun. Official support gives enforcement, tracking and mobile support. It doesn't need to certify that you're better than somebody else.

Q: This is wasted dev time.
A: Much of Bronzeman was already built during a Game Jam, and is basically ready to ship.

Q: You just want a helmet icon!
A: Then remove the icon. The important part is an officially enforced, reliably tracked, unlock-mode account.

Thank you for reading. I compiled this list based on the responses to my previous post.

u/Tuxxa — 5 days ago
▲ 457 r/2007scape

Bronzeman is a collection game mode, not a competitive integrity mode

People keep bringing up alts, wealth transfers and boosting as if that somehow breaks Bronzeman. It's compelety beside the point of Bronzeman.

Mains have had GE access and HiScores forever, and nobody expects HiScores front-page buyable skill stats to mean "I personally sourced every herb".

The Bronze HiScores can mean roughly as much as Main HiScores do. And still, there's monster kc, minigames, col log and clues to track for those interested.

Bronzeman isn't competitive prestige mode in a sense ironman is. It isn't about who's gonna level herblore most efficiently with their supplies. It's about col log restriction only.

Skill HiScores are insignificant to the gameplay experience that Bronzeman is trying to provide; a col log restricted account. *That's it.*

u/Tuxxa — 6 days ago

Help me theorycraft a challenging Bronzeman mode

Normal bronzeman rules (and no pvp), but what if all monster drops, items in shops and item spawns were off limits until you've earned/unlocked them via skills first?

If there is no other way to obtain an item, then shops, spawns and monster drops are ok. Think for example, Slayer gear shop and Stonemason.

I'm talking like,

* 86 smithing for rune axe (shoutout Madseason)

* Rake, needs 55 Construction to build a tool store 5.

* Shortbow, needs to have flax farmed and spun first.

* Thieving HAM members becomes the way to obtain bronze pickaxe.

* Leather gear, requires Lunar spell book to Tan hides.

* Egg, build an Oak larder 33 Construction

* Bucket, steal from Digsite workman 25 Thieving

* Plank, small salvage at 15 Sailing (Sailing requires Pandemonium quest, which requires Saw from Tool Store at 15 Constr)

What other silliness in early game is to be expected?

reddit.com
u/Tuxxa — 7 days ago
▲ 452 r/2007scape

Make it BIG! It's about the size, not the looks.

With the recent poll Obligator was chosen to be the newest aesthetic for the upcoming megarare. However, the issue really is that regardless of the proposed designs, they all lack in size.

Credit to u/Aurarus for demonstrarting how a real MEGArare should look like!

u/Tuxxa — 10 days ago

Breaker feels small compared to other megarares

* Make Breaker BIG! Megarares should be easy to spot at a crowded GE.

* Kisten already stole the best design for crush Megarare

* Will the amount of detail in Breaker's design be even applicable if it isn't significantly bigger?

* Tome should also be way bigger. Make it actually comically large.

EDIT: LOOK AT THIS BIG BOY https://www.reddit.com/r/2007scape/s/shY0RIG6ME

u/Tuxxa — 18 days ago
▲ 593 r/2007scape

Bloodwood trees have no in-game explanations of the mechanics.

* No game action in the history of osrs has started with clicking your character.

* Mobile players can't hover mouse cursor over things to interact with.

* No NPC explains the mechanics either.

Make your axe have a small blink like in the quest to indicate starting from there. Also, would be nive to have a little visual indicator for the half-way of that meter in the same way. A tiny twinkle would be visually nicer than a bar filling up.

Kudos to Jagex for trying something different skilling related for once! Hopefully players shouldn't be reliant on reading blog posts or wiki on how to interact with stuff. Add some in-game clues; that's just basic game-design principles.

u/Tuxxa — 1 month ago
▲ 8 r/OSRSMobile+1 crossposts

Trying to learn Drakan fight on a holiday; I miss my PC.

The ping, the lag, and the performance issues, both mobile device and fat fingers.

u/Tuxxa — 1 month ago

My first character death as a DM. What are my options? How would you solve this?

Session ended in one character's death. I'm going to discuss with the player about how he wants to handle the death and the possible continuum of the character.

​

*Background:* Party split three ways, as one player was left on his own in 1vs5. It came really close on either side winning, but eventually the player's character lost.

​

The last enemy managed to down the BBEG's mind control liquid down the character's throat while he was unconscious. The players have a relic the BBEG wants.

​

*Options, we'll discuss with the player*

​

* A) The character dies to his wounds.

* B) The character sort of dies, DM takes control of it as the BBEG is mind controlling him. If the other players ever manage to rescue him the mind control is reversible with remove curse. Player has to make another character for the time being.

* C) The character sort of dies, but is controlled by the player, however is subjected to the BBEG's mind control forced to steal a relic from the party to advance BBEG's plans.

* D) The character lives, but with a significant draw back amd somehow cursed by the BBEG's mind control, but not in a way that's detrimental to the party.

* E) Something else I didn't think of?

​

reddit.com
u/Tuxxa — 2 months ago

Gamifying otherwise difficult-to-run scenarios is fun!

Sharing thoughts on creating "minigames" inside DnD adventures to solve issues like how to run an immersive maze in DnD in-person game session, or how to integrate other players into one character's defining solo encounter. If you find these interesting I have more detailed notes ln them.

I've got few examples:

  1. A maze in-person. Problems: Battlemap uncovers the correct path if laid out on the table. Hiding sections is tedious. Running it solely based on descriptions and tracking on pen and paper can get boring.

I whipped out the Amazing Labyrinth boardgame and readjusted its rules. My players LOVED this! At first the board is empty but on each player's turn they get to draw a tile and place it on the map. Each tile represents a room or a corridor. A random encounter list happens on the item/creature tiles. List contains for example, teleports, turning tiles, encounters, beneficial effects, puzzles etc.

Players start from one corner and are told to traverse to the other corner to get out (optionally filling every tile could be a "way out"). DM can move the rooms and corridors just like in the actual boardgame and add other boardgamey elements to it.

  1. Ascension/tarining montage etc event for one character. Short encounter that heavily focuses on one character's special encounter. When you can't find a way to justify how other characters could be included in the combat, e.g. one person's dream etc.

A wave based encounter where character in focus has to defend, protect or fight along an NPC. Standard combat rules, but players take turn controlling the NPC (for example an aspect of a god). The NPC's moves should be simple to understand but high impact on the battlemap, the focused character, or events; not standard attacks. Give the NPC actions high strategic value meaning behind them, but steer away from the NPC being the damage dealer.

Run the combat be as snappy as you can. If the other player characters can observe the fight in-game, give them the possibility to use roleplay to contribute to the battle in some ways.

For the players this can be a nice refresher to step outside of your own character sheet and find out of the box ways to contribute. Don't over do this and keep it brief, since we mainly want to stick to playing as our characters.

  1. Colosseum match with players behind the wheels of the arena's traps! A variation of "one player is separated". Have the other players control the environment, traps, hazards.

The party is split: one player (or more) is in the arena about to face an unfair 5v1, while the others are broken into the underworks trying to complete a quest. The arena's traps and hazards are managed at underworks, and the party sees that they have to rescue their friend.

10x10 grind where each square of movement represents 10ft. Players start pulling levers and operate magical panels and arcane switches to shield their friend and turn the arena itself against the opponents. Traps and hazards heavily inspired amd made easy by https://2minutetabletop.com/arena-traps-and-mechanisms/

The lonesome hero(es) and DM (as enemies) play DnD RAW. The game loop for others consists of rolling d6's to gain action resources to build and use the arena hazards. The die number defines whether it's to add new, move, combine, enhance, add random, fire/aim/utilize. D100 decides where new things are placed. Turn order is: lone hero(es), arena actions, enemies.

It's a chaotic asymmetric boardgame with loads of fun. Let the player creativity flow and see them get excited about building incredible magical multihazards that almost become monsters on the battlefield themselves.

u/Tuxxa — 2 months ago

Getting players to meet BBEG early, how to?

I've introduced the baddies early in the game. It's a kingdom far away, but their agents have infiltrated many places. Their devious influence looms around every corner.

Early on I also introduced the "general" of the BBEG to give a taste of his powers. BBEG is a powerful lich, and the king's advisor (Think Grima from LotR).

Their plan is to try to assasinate a Queen that's been hiding from the public eye. The Queen will eventually show up in the big tournament's final.

The general, the infiltratiors and the assasins are present at the final.

This would be a great time to meet the BBEG, but I simply can't justify him teleporting half a continent, just to show up for a 30 second brawl and teleport back.

Why would the BBEG even show up himself? He's big deal in the king's court, not a mercenary that would spend time travelling the continent, staying hidden for weeks at the other kingdoms capital, just to bloody his hands. He has servants for that.

Please help. I don't want the players to walk up to BBEG at the final session and ask "who's this?"

reddit.com
u/Tuxxa — 3 months ago

Select a magical word that fits into your theme. Could be for example: Alchemy, Ilmater, Mystra, Liberty, whatever.

Write 3 notes with words starting with those letters. Letters can be in any order. Scatter 2 of them into the adventure before the players find the magic circle. Leave the last one to the same room as the circle.

Use NPCs or environmental clues to explain the magic ritual circle is broken and needs to be completed.

Draw the circle on the battlemap or hand out a paper. Have lines connecting the empty bubbles at the corners of the magic circle. Have players write out the answer by filling the bubbles. Maybe something happens if the players guess wrong. Allow for alternative solutions if their arguments are strong.

Example: We want Mystra to be the answer. MYSTRA -> * 1. You shouldn't touch raw astral magic (a note found in a wizards journal, quest hook?).

* 2. Mysteries yearn around these sacred ruins (scraped on to the wall hastily).

* 3. My regrets are your troubles, sister (carved on to a pendant that a wizards skeleton is grasping, next to the magic circle)

If you need to make it easier, fill-in some letters of the bubbles to get them started.

Develop the flavour as you wish. This can very nicely be at the end of a dungeon. Maybe a circle that's causing all sorts of creatures touching it mutate into monsters that habit a dungeon. Texts can be explained however you wish, but it's fun to try to build them as hints to some background lore of the events that have occurred.

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u/Tuxxa — 4 months ago
▲ 128 r/2007scape

Delete Forestry already or bring back the glory days of forestry group chat event hunting when it was a fun and interactive way to train woodcutting.

Could've used the 30 leagues points from completing the rising roots event, but no...

u/Tuxxa — 4 months ago