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Competition: Live Forever as a Game Character

Win one of five chances to be immortalised in a computer game as a companion NPC. You will have a custom sprite designed just for you, and you can customise your character's race, class, and spell list. Your character will then become a regular guest at Fortune’s Tavern and will be hireable by players to join them on ARPG style quests, and to defend the tavern from faction raids.

Each winner will also receive a free copy of Fortune’s Tavern a week before the official release date.

Competition ends on the 30th of September 2014

TO ENTER: Go to our competition page and follow the instructions!

Good Luck

Game Design

Random Quest Generation!

Alongside a main storyline and a bunch of complimentary quests, Fortune’s Tavern boasts a random quest system that allows for indefinite gameplay. Through the NPC rumour system the player can learn about several different types of quests:

Dungeon delve for items. Items can be anything from a Mythril Frying Pan to a Apron of Speechcraft, and once retrieved will add a permanent bonus to either a personal skill, the tavern’s alignment, or the renown owed to Fortune’s Tavern by a specific type of visitor.

Kill a nearby boss! Bosses are NPC characters, either good or bad, that have gained a certain amount of enemies. Kill them and Fortune’s Tavern will see an increase in visitors.

Recipe finding. Recipes can grant huge bonuses to your tavern although you can only have one active at a time. Finding a recipe can be very dangerous work and usually requires the assistance of more than one hero.

Rob a rival tavern. Sometimes Mathias will hear a rumour that a rival tavern owner has a particularly large sum of gold lying around. When this happens players can choose to enter the rival place of business and try to rob them.

Below is a video of the quest menu and an ‘impossible’ boss fight. Joining Mathias in the battle are two medium level heroes hired from the tavern.
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Game Design

Turn Based Simulation!

The simulation part of the game works on a turn based system where each turn is equal to a single day. At the beginning of each day a notification is given regarding the number of guests arriving and leaving, and the amount of gold they paid for their stay. At any point during the day it’s possible to check the menu to see which NPCs are staying or, alternatively, you can wander around the tavern's rooms and extenive grounds grounds to meet them in person and ask them about their background or the latest rumours. It’s also possible to ask certain guests to come and work in the tavern, or to be company on an adventure but I’ll discuss that more in another post.

When an NPC chooses to come and stay at the Fortune’s Tavern they will pay up front for a set number of days. Some NPCs will choose to stay for only a single night whereas others will choose longer visits. This makes it important for the player to interact with guests as soon as possible in order to get the most out of them before they leave: a good host will want to talk to their new guests immediately, especially if they are looking to hire a strong hero for a challenging adventure, or hoping to hire a particularly skilled cook for the Tavern’s kitchens.

As the player ends each day the event generator runs and, depending on several factors including a random element, events can play out. These can be anything from interactions between NPCs visiting the tavern, a haunting, raiding parties, natural disasters, to visiting bards and dignitaries.

Game Design


Alignment is one of the most important modifiers in the game and works on a simple positive/negative scale. A truly neutral tavern owner would therefore have an alignment of ‘0'. An owner looking to attract positive entities such as elves and faye would construct improvements and undertake adventures which offer a positive renown, and an owner looking to attract monsters, villains, and undead would do the opposite.

Having a substantial alignment either way will also affect the types of rumours you will hear, and therefore the types of quests available. Positively aligned tavern keepers will hear rumours of, amongst others, kidnapped heroes and maidens, positive artefacts, and undead uprisings whereas negatively aligned ones will hear rumours of vulnerable maids, undefended taverns to raid, and unholy items.

Alignment also affects the random events that can happen in the tavern. A positively aligned tavern is likely to get raided by bandits and monsters, play host to NPCs that will fall in love and want to marry, and get visits from the travelling bards. A negative tavern can be sieged by elven war parties, suffer from hauntings, or even be left an egg from non-maternal monster.

Alignment also affects the look of the tavern: the pictures on the left show an example of the tavern’s exterior when affected by extreme alignments.


Game Design

Renovating 'Fortune's Tavern'

One of the key aspects in owning ‘Fortune's Tavern’ is upgrading it in order to bring in NPCs that are both more wealthy, and have more to offer in terms of information, hiring potential, and cross NPC interaction. Alongside upgrading the grounds, shrines, herb garden, and bar it’s also possible to increase the number of beds and bedrooms so that you can host more patrons on any one evening.

Like most improvements throughout the game, building bedrooms increases both your renown amongst the different races, and your alignment. Building elven campgrounds, for example, will increase your renown amongst the elves, angels, and faye folk and give your alignment a positive boost.

Bedrooms vary in renovation costs depending on how opulent they but the more opulent the room the more likely it is to attract greater heroes, villains and hirelings. The most famous heroes of Three Empires will only stay in the most lavish of accommodation with plenty of amenities.

Once a new bed or bedroom has been built it is possible to change the rent for that specific room with renown penalties or bonuses for increasing or decreasing the gold required per night. This enables the player to choose between milking patrons for quick gold increases or keeping rents low in the hopes of attracting a more varied clientele.

As more bedrooms are purchased the tavern becomes more lavish all round, but buying improvements is not the only way to change the look and feel of the tavern: alignment also changes the visual aspect of the tavern and I’ll be delving into that during my next post.

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