Zero Summer Discussion Thread

Noooooooooo! You can’t end it there! I must have more! More!

Seriously, extremely well done. Kudos all round. I feel like Roland Deschain.

Now that’s high praise. Thank you very much! (Or should I say thankee-sai?)

As far as more goes: we have new content coming in a couple weeks (shh…). You could also play through “New England in November” and “Fifty Miles South of Lexington,” a largeish and painstakingly-crafted questicle available through Absolom the Tinker.

Thanks for playing!

I seem to be stuck. No location has a pinned card to get Time to Move On 3. I have Cityslicker 17, Doc 17, Gunslinger 18, The Ministry of Black Powder 14, Hallowed Ground 8, and The Harvestmen 8.
Any help would be appreciated.

Hey VRB - A little teachable moment happened right there, and you seem to have gotten caught up in the middle of it. Everything should work for you now (and anyone else with a similar problem). And this is why we carefully consider all the qualities we use.

I was able to find it but it didn’t go away after I completed it. I was able to do the card twice and it still appears as a pinned card. Right now I have Time to Move On 4 when I should only have 3. This might lead to issues later on if someone could progress to a later time without doing their subplots.

Hello again, VRB. So now, really, this should be resolved. Your Time to Move On Quality should now be 3. Let me know if anything else is up for you, especially if that card doesn’t go away now. I’ll have to lose a pinkie in shame if this isn’t fixed. :)

Everything seems fine now. Thank you for your help.

Hurrah! Glad to hear you can play normally. And that I get to keep my pinkie!

For now.

Thanks for playing, VRB! Let us know if you bump into any other weirdness. We’re in full maintenance mode over here and will get back to you ASAP. :)

A preview from our Day 2/Morning release. (We suggest you ignore the TIME OF DAY and LOCATION Qualities. We haven’t futzed them into proper order yet.)


edited by levineg85 on 10/26/2012

DAY 2 DESIGN DIARY #2 – ADVANTAGES

Fans of paperback westerns might know that “advantage” doesn’t just mean an edge over the competition. It’s slang: advantage is shorthand for pocket advantage, meaning a tiny pistol you’ve hidden in your pocket or vest. When all else fails, a real cityslicker’s always got his pocket advantage to fall back on.

Your pocket advantage can also be a face-down ace in poker.

In that spirit, one of the things coming during Day 2/Morning is access to your first set of Advantage Qualities. You’ll be able to choose from one of two Advantages for each Style when that Style hits 25. Think of them like specialties: things your Protagonist has up his sleeve for when things get rough. If you have the right Advantage at the right time, you could get an automatic success on a roll. Or you could turn all your successes on that roll into rare successes. Or you might have access to options you wouldn’t otherwise.

You’ll get another Advantage for each Style at increments of 25. Below is a preview of one of the Gunslinger Advantages (although please note most of our Advantages aren’t combat-oriented; Zero Summer isn’t that kind of game!)

Quickdraw
Gunslinger Advantage (25)


You’ve got an itchy trigger finger. You’re quick with a hard knuckle and you don’t mind putting the boot in. When things get rough, you get rougher.

The Quickdraw Advantage is useful in combat, violent situations, and other places when brain bows out for brawn.

[quote=Gordon Levine]DAY 2 DESIGN DIARY #2 – ADVANTAGES

Fans of paperback westerns might know that “advantage” doesn’t just mean an edge over the competition. It’s slang: advantage is shorthand for pocket advantage, meaning a tiny pistol you’ve hidden in your pocket or vest. When all else fails, a real cityslicker’s always got his pocket advantage to fall back on.

Your pocket advantage can also be a face-down ace in poker.

In that spirit, one of the things coming during Day 2/Morning is access to your first set of Advantage Qualities. You’ll be able to choose from one of two Advantages for each Style when that Style hits 25. Think of them like specialties: things your Protagonist has up his sleeve for when things get rough. If you have the right Advantage at the right time, you could get an automatic success on a roll. Or you could turn all your successes on that roll into rare successes. Or you might have access to options you wouldn’t otherwise.

You’ll get another Advantage for each Style at increments of 25. Below is a preview of one of the Gunslinger Advantages (although please note most of our Advantages aren’t combat-oriented; Zero Summer isn’t that kind of game!)

Quickdraw
Gunslinger Advantage (25)


You’ve got an itchy trigger finger. You’re quick with a hard knuckle and you don’t mind putting the boot in. When things get rough, you get rougher.

The Quickdraw Advantage is useful in combat, violent situations, and other places when brain bows out for brawn.[/quote]

This is a wonderful mechanism, and one I’ve wished FL would implement. I’m really looking forward to Day 2!

Thanks for writing Catherine! We’re really looking forward to it too. Expect the next interstitial bloc of content in the next couple of weeks, and Day 2 in late December.

Just thought you’d like to know that there’s a typo in ‘The View From Platform #1’ [just after turning down Warren]

“Here your memory twinges: families here are much larger than up north. Someone once told you Amarillo is an all-hands-on-deck situation.”

That said, it seems like an awesome game so far - though I had to do a double take when I saw the location!

Hey sockattack, thanks for writing! I’m glad you’re enjoying Zero Summer so far. Why did you do a double-take at the location? That spelling of north is intentional – but thanks for mentioning it!

Oh, because I’m just not used to my home state being in any of the games I play, so it was a little surprising in a good way.

And I apologize - I didn’t realize it was intentional. Totally on me.

Very cool!

And don’t sweat it: you’re not the first person to ‘catch’ it, and you won’t be the last. :)

HAPPY HALLOWEEN! As a holiday treat, we’re releasing the following promo code. Click below for access to “A Bouquet of Marigolds,” a questicle about remembering that starts at the Wall Market in Amarillo.

(To our players who have completed Day 1: this will be available in your interstitial space as well. Enjoy!)

http://zerosummer.storynexus.com/a/halloween2012

Hmm, have walked through every location at least twice now, but there doesnt seems to be a card to advamce Harvestmen beyond 7. Nyone had this poblem, or am i missing something?
Edit: Wow, just when i Lost all hope i found it :)
edited by Ruvixur on 11/1/2012

Thanks for writing, Ruvixur! Glad you got it sorted. We’ve updated the language on the previous card to clear up this kind of confusion. Enjoy the game!