BOE Scenario/beta testing checklist Starting party: Party size __, average level __, Mage Lore __, Alchemy level __ Significant magic items: Number of speed items (rings/boots/helm) __ Artifact-quality items from other scenarios: Initial plot expectations (i.e. based on early indications, what the party is expected to do in this scenario): Key to comments: BUG a bug, very important SP a spelling or grammar error (s/b = should be) Ensure there is sufficent identifying information of its source (npc name and 'resp'onse text, location or when text was activated, display dialogue box, etc.) ** a significant comment or suggestion * an important comment or suggestion an observation or comment ? a question (like why? and may be significant by a *?) 2do task or quest for the party to do due to their actions in that town BZ praise or a good comment To do items: Tasks to complete, towns or npcs to visit, dungeons to find, etc. Scenario overall Comments applicable to scenario monsters, items, plot, etc. Approximate order of visiting towns/dungeons: Town 1: comments Town 2: comments etc. Ending party: Average level __, Mage Lore __, Alchemy level __ Significant magic items: Number of speed items (rings/boots/helm) __ Magic items found and used: Were the plot expectations fulfilled: Y / N Comments: The author should provide a list of towns - number and name - to the tester Outdoor sections: (0,0) (0,1) (0,x) (1,0) (1,1) (1,x) etc. Towns/dungeons: 0 1 2 3 4 5 6 7 8 9 10 etc. Scenario checklist __ Spelling and grammar check of the text (use the editor's scenario dump feature) __ Descriptive text file (a readme file) for scenario information: Installing the scenario, custom graphics (if any), and saved game file (if any) Scenario overview (background, why party is entering it, party background as needed) A help section addressing problem situations, unique scenario characteristics Target party level and appropriate skills and items Credited sources of ideas, Blades inspirations or techniques, creators of custom graphics, beta testers Author's name, e-mail address, BOE web page (if any) __ Good "hook" to get the player's interest - so the scenario will be played __ Monsters are balanced for the anticipated strength of the party __ No artifact-quality items unless they are hard to find (i.e. not easily available from a merchant) __ Artifact-quality items are removed from the party prior to the end of the scenario (i.e. as in Of Good and Evil) __ All special nodes have a -1 for their unused parts (i.e. no ghost SDFs) __ Limited sapphire/Orb of Sight availability __ Storage area and/or sell-all NPC near the scenario's start for extra items from a previous scenario __ Outdoors/towns/dungeons/NPCs have believable and creative names __ Alchemy ingredients and recipes available (balanced with the scenario level) __ Alchemy ingredients/recipes/sell-all NPC seperated so a player can't easily raise gold __ Escape key in Display Dialogues allows the party to abort/take no action __ Proper use of custom graphics - BOE engine has a limit on the number of custom graphics displayable all at once * Outdoors __ Some grass/cave frills added __ Encounters with interesting details/info or memorable fights __ Good use of the 18 special nodes and encounters (good use of space) __ Area names have names __ Continuity between sections __ Area descriptions near towns and significant landmarks ("Near xxxx") __ No "You've reached the world's edge" messages (unless it's water) __ Shows some knowledge of geography (swamps by rivers, mountain development, lakes have rivers to the sea, etc.) __ Roads are efficiently used to connect towns (no meandering around) * Towns __ Some grass/cave frills added __ Proper lighting (depending on monsters, when visited) __ Atmosphere proper for the town (i.e. flesh out) __ Not trapped when exiting the town from any direction __ Entry points in their proper places __ Monster blocks so personalities stay put __ Locked areas reasonable (i.e. for townsperson's ability to unlock) __ Terrain, monsters, and specials to make a challenging, memorable fight __ Good use of space (not crowded but not empty) __ Living quarters (beds, storage, muck, food prep) __ Containers (chests/boxes/bookcases) have minor items in them __ No Skill point items for sell (Mist Globes, potions) __ Placed items labeled "Not Yours" and within sight of a townsperson __ Display Dialogues 75 characters or less (Mac BOE limit) __ If Misc Item shop, a way to defeat the Ctrl-J cheat (don't know how) __ Good use of the 50 placable special nodes __ Logic check - levels have stairs in the proper place to connect levels * Dungeons __ Some grass/cave frills added __ Proper lighting (depending on monsters, when visited) __ Atmosphere proper for the dungeon (i.e. flesh out) __ Not trapped when exiting the dungeon from any direction __ Entry points in their proper places __ Monster blocks so monsters stay put or don't group together during combat __ Locked areas reasonable (ie for monster's ability to unlock) __ Terrain, monsters, and specials to make a challenging, memorable fight __ Good use of space, not crowded but not empty __ Living quarters (beds, storage, muck, food prep) __ Containers (chests/boxes/bookcases) actually have minor items in them __ Contributes to the plot or is indicative of a side mission __ Cleanse rectangle to remove Fire/Force Barriers and Quickfire (via a timer) __ Proper Mage Lore check for spell and alchemy recipes (Stareye's Mage Lore guidelines) __ Logic puzzles with proper hints (i.e. party has to find legends, pieces of paper, etc) __ Terrain and specials to limit Ivan's Hide-and-snipe "strategy" __ Change terrains to trap parties in rooms with fights (justify) __ Good use of the 50 placable special nodes Non-playable aspects of BOE scenarios, which limit the playing experience 1. Excessive spelling and/or grammar errors 2. Special node bugs (that traps the party or an excessive number) 3. Special nodes causing game freezes 4. Underdeveloped towns or wasted space in towns (i.e. the town is too large) 5. Underdeveloped outdoor sections (boring, expanse of nothingness) 6. Situations (dungeon design or dialogue) that distract from the logic of the scenario 7. Underdeveloped NPCs (inadequate services, no text, etc.) A scenario with merchants selling very powerful magic items, skill point Mist Globes, or skill point potions is also not playable (skill point items allow a player to easily raise PC stats to their maximum values).