So you can imagine the map according to Lore is a good Planet sized map. The Lore as you said was pretty similar and doesn't contradict so either way I feel like things would go smoothly.Īlso, as far as map size goes, according to one of the RS books I read, Taverly is actually a day's march away from Falador. To be quite honest, the only difference between OSRS and RS3 as far as the mod is concerned would probably be the map. Not to mention it doesn't have the Eastern Lands, or other new parts of the map that I provided in the OP. ![]() OSRS is great but it's what RuneScape was and is stuck in the 5th age. I might get some hate from this, but I honestly think using RS3 as the model for the mod would be best just because it would probably have more content. What happens if there's a Second Age start date and Zamorak never acquires the Staff of Armdayl? What happens if Azzanadra gets it instead of Zamorak? Sliske? Zemouregal? What happens if the events of the God Wars don't end up disturbing Guthix's slumber and the Edicts of Guthix are never enforced? I could see a lot of dynamic religious and cultural mechanics needing to be developed. If anything I would think the lore surrounding Gielinor's gods and creatures like the Mahjarrat could lead to some very interesting and dynamic gameplay. If a large enough team could be assembled for a total conversion mod, I'd be interested in pursuing this. It is worth noting that there are a few places in OSRS where there are NPCs referencing RS3 as if the events in RS3 haven't happened yet, so I suppose this could also be handled with a bookmark. OSRS is also going to cap off the Elf Quests differently than RS3. RS3 vs OSRS lore - for the most part this can be avoided because the OSRS devs have avoided contradicting RS3, but there are a couple of places where it could get awkward, such as the expansion to Eastern Morytania in OSRS and the accompanying fork in the Myreque quest series.This problem could be avoided by sticking to the Fourth and Fifth Ages (I'm ignoring the Sixth Age, given it's short duration in the live game), but it would be a shame to avoid the God Wars in a RuneScape mod for CK2. RuneScape has a historical timeline spanning thousands of years, which isn't intrinsically a problem, but other than the Fourth, Fifth, and Sixth Ages, the timeline only gives approximate dates on the order of centuries.Lumbridge has a Duke ruling over it and takes up a huge amount of Misthalin's land area - logically the town of Lumbridge is probably a significant distance away from Varrock, rather than a two minute walk) The existing maps of Gielinor are designed as a game environment - adjustments would need to be made regarding the logical spacing of logical settlements (ex. ![]() ![]() Off the top of my head there are a couple RuneScape specific problems in regards to making this: I will say that it's rather convenient that the OSRS devs have mostly not contradicted RS3's lore, though, so with the inclusion of Zeah, I think there'd be enough material to work with. RuneScape definitely has enough lore to make for a decent total conversion mod, though as others have mentioned you'd have to employ the idea that the game's world map is a scaled down version of the world of Gielinor. I've actually mused about doing this a few times - I haven't played RS3 since shortly after the Squeal of Fortune was introduced, but periodically play OSRS when I'm feeling nostalgic or feel an urge to play something grindy.
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