Game 270: The Bard's Tale Construction Set (1991)

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Title : Game 270: The Bard's Tale Construction Set (1991)
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Game 270: The Bard's Tale Construction Set (1991)

     
The Bard's Tale Construction Set
United States
Interplay (developer and publisher)
Released in 1991 for DOS, 1992 for Amiga
Date Started: 20 November 2017

Of all the game engines that existed by 1991, The Bard's Tale seems like an odd one for a construction set. The last Bard's Tale game was three years old at this point, and the engine--which had been based on Wizardry--was showing its age even then. Interplay had released several titles in the intervening years with more complex mechanics, including Waste Land (1988), Dragon Wars (1989), and Lord of the Rings, Vol. I (1990). Then again, the only other major commercial RPG construction kit so far--Stuart Smith's Adventure Construction Set (1984)--had been roundly criticized as being too complicated.

The Bard's Tale kit is odd for a couple other reasons. We learned a long time ago that Interplay's Dragon Wars (1989) was originally going to be The Bard's Tale IV, but Electronic Arts, the publisher for the first three games, held the rights to the name and wouldn't let Interplay use it unless EA was the publisher. (Honestly, has EA never not had a rubbish reputation?) I'm curious what changed in the intervening two years, as here we are with a Bard's Tale title with no EA involvement.
      
Games made with the construction kit look and play like a combination of the three games in the series.
     
Nor, I should add, is there any involvement from the creators of The Bard's Tale and its two sequels. The names showing up on this title are names that we'll remember--names that will appear on titles like Fallout and the Infinity Engine games--but we're mostly seeing them for the first time.
          
I don't know if I would have been excited about a construction set using the Bard's Tale engine in 1991. It was adequate for its era but only adequate. It offers nothing on Wizardry except for graphics. More than any other series, I think The Bard's Tale benefits from a nostalgia factor that overpowers the reality of average games with minimal lore, goofy plots, and far too much grinding.
            
The first one is the best of the lot. The second and third, by starting characters at extremely high levels, basically negate any sense of accomplishment that come with character development. Thus, I've had a reasonable amount of fun with the sample scenario, titled Star Light Festival, and the difficult opening stages that it offers. There's something about a game that makes you play for a couple of hours before rewarding you with a pair of leather gloves. Minus 1 AC for one character, baby!
    
Building a dungeon level with the map editor.
     
I don't know how much time I'll spend messing around with the construction set itself. It has too many limitations. There's no way to abandon a high fantasy setting. The races, classes, and attributes are hard-coded. All maps have to be 22 x 22 (though of course you can wall-in some of the space). You can't adjust the pace of leveling or the advancement of rogue skills. You can't tie the effectiveness of spells to the level of the caster. You can make your own items and spells, but you have a list of effects more limited than the original three games. Stores will only sell the first nine items on your equipment list. You cannot rename shops; the equipment shop is always Garth's. Perhaps most annoying given the title of the game, you can't define your own list of bard songs.
      
The shop never has more than one small page of merchandise.
     
The list of special encounter options is reasonably long. When you tag a map square with a special encounter, you write a script to go with it, which can consist of various conditional tests or even user prompts (e.g., for riddles) and can result in text, bestowal or removal of items, bestowal of experience, and modification of attributes. Still, the potential for navigation puzzles is fairly weak, as it is in the original series, and while you can include spinners and darkness squares and such, you can't construct puzzles involving pits and pressure plates a la Dungeon Master. That would be a cool construction set.

Worst of all, you can't even give a name to your compiled game or create a title screen with your name. Every completed game, including the sample one, just starts with the main Construction Set screen. On the plus side, once you compile the game, it runs directly from an executable with no need for the original disks or engine. A BTCS game can be shared with anyone regardless of whether they own the Construction Set. I gather that isn't true of most kit games.
       
Defining a monster with the monster editor.
    
Anyway, the CRPG Addict is addicted to playing RPGs, not building them. Thus, I've been spending most of my time with the sample scenario. I figured it would be short and inconsequential, but it's shaping up to be as long as the original Bard's Tale. The setup is that your amateur party has come to the village of Isil Thania for an annual "Star Light Festival," but something ominous seems to be happening in town. At a bar, the party hears a rumor to ask the bartender for wine, thus opening the way to the first dungeon.
    
The game mostly uses the updated engine from The Bard's Tale III. Enemies can start at range and there are ranged weapons, neither of which was possible in the first Bard's Tale. Graphics have been updated to VGA. Sound is weird. They went through the trouble of recording advanced effects that you need a proper sound card to hear, but there are only about five of them. Every enemy has the same Wilhelm-esque death scream. Every spell sounds like a magic missile thwapping someone, including healing spells and the bard's restoration of his vocal cords when he buys a drink. Sound slows down combat so much that it's better to play with it off.
    
The party lights up the wine cellar.
    
Although all five spellcasting classes from the original game are here--conjurer, magician, sorcerer, wizard, and archmage--there are far, far fewer spells, basically two per level through level 3, and then one per level after that. To cast spells, you need to know their four-letter code, so you have to have the documentation.
         
Gone is the ability from the second two Bard's Tale games to save the game independent of the characters. You have to return to the adventurer's guild to save. I like the difficulty associated with this, but not the limited gameplay, as basically the dungeons never "clear" and the only way to measure progress through the game is via inventory.
         
Characters start at Level 1. There's a default party, but I scrapped it to make my own. Races are human, elf, dwarf, hobbit, half-elf, half-orc, and gnome. Classes are warrior, paladin, rogue, bard, hunter, monk, and the five spellcasting classes, although you can only start as a magician or conjurer (you have to switch to the others later). Attributes are strength, IQ, dexterity, constitution, and luck, and the attribute rolls during character creation are not generous. There is no explicit option for sex, and all portraits show male characters. You can make up to 7 characters, but as with the previous games, you generally want to leave a slot open for NPCs.
   
Rolling a new character.
     
Isil Thania is a 22 x 22 city full mostly of empty houses, although it does have more going on than the original game's Skara Brae. In addition to the guild and equipment shop, there's a separate archery shop, Roscoe's Energy Emporium (which recharges spell points), the Review Board (increases levels and confers spells), four bars, and three temples. There's an odd building where you can get random rumors. 
     
This is new to this game.
      
The streets are far less deadly than Skara Brae, thankfully. Most enemy parties are easily defeated at the first level. The downside is that they don't offer much in the way of gold or experience. It costs 2,000 experience points to get to Level 2, and the average town party might award you 5 or 7. So unlike the first game, you don't want to spend a lot of time grinding in town; you want to go right for the dungeons.
      
This is sure going to take a while.
      
There are signs that there will be several. The first is the wine cellar of the first bar; just like in The Bard's Tale, you enter by ordering wine. The first level even uses the same map as the wine cellar in Skara Brae. Elsewhere in the city, denizens of a tower demand to know who sent me, a giant slab appears to want some kind of code, and one entire quadrant is blocked by locked gates. I assume these will all have dungeons behind them.
     
I guess I'll be back later with the key.
     
The default monsters in the kit, and the ones used by Star Light Festival, are standard D&D-style creatures like goblins, orcs, giant rats, and skeletons. This is unusual for the series, which until now has reveled in creating hundreds of bizarrely-named creatures like "muck-yuckers" and "hell minks" whose strengths and weaknesses you must learn through extensive trial and error. 
     
I don't think this is anyone's understanding of what a "goblin" looks like.
    
Combat is unchanged from the second two Bard's Tale games (or Waste Land or Dragon Wars for that matter). Initial encounter options are to attack in melee range, attack with a ranged weapon (if you have one), advance closer (if the enemy starts at range), or flee. Once in melee combat, you have options to attack, defend, cast a spell, use an item, play a bard song (for bards), or hide in shadows (for rogues). You line up your action for each character and watch them carry them out, interspersed with the enemies' actions, in sequence. (FYI for those considering playing, it's an undocumented feature that the + and - keys speed up and slow down the speed of the message scroll; you'll definitely want to speed it up.)
       
Combat actions scroll by in a bout against some wolves.
     
The magician in Star Light Festival gets a healing spell at Level 1, which is nice, but you can only cast it about three times before you're out of spell points, and spell points restore slowly: one every five minutes in real time, double that if the bard is playing the "Rhyme of Duotime," but only outside during the day. There's no "rest" mechanic to restore health or magic. Thus, most of your gold goes to the temples and Roscoe's.
   
Roscoe has gotten a bit weird.
      
Even in the first level of the dungeon, experience rewards are paltry enough that for a long time your only mechanisms for development are inventory acquisitions. It's a real treat to find that first pair of gauntlets, or to swap out your starting broadsword for a magic sword.
The first level of the Wine Cellar.
    
I mapped the first level of the wine cellar while only getting about one-quarter of the way to the second character level. There were some fixed treasures and combats but no special encounters or messages. I haven't quite hit the six hours yet, so I guess I'll give it a little longer while I research a bit more about the reception of the Construction Kit and what kinds of games were made with it.

Time so far: 4 hours



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