Hey guys,
I just got RPGM3 (& keyboard) two weeks ago. After fiddling around with it a bunch (usually when drunk with friends--we've made all these hilarious events/characters/battles usually ending in getting laid by a chick (the one in the green plaid skirt), I'm ready to start on a serious adventure. I would've given myself more time to get wet with the software, but you guys got that damn contest in two months (which is great motivation by the way). So, anyways, I already have a few basic questions, and I will more than likely have more.
1) Main character starts out in a room. Is there anyway to make it so he cannot exit the room until he has had a conversation with an NPC standing in the room? I tried putting an event by the door that gets disabled after talking to the NPC but it seems tacky. Either there is a '?' floating on the screen, or a tree and then the event says "Let me talk to you first" and kicks you back five steps. It all feels extremely obtruse. Can anyone help me with this? Anything that would make it seem more fluid would be appreciated.
2) I want a way around the random battles. My problem is that even at the low% setting they seem much to frequent. I was thinking about (in a dungeon) placing a few battle events throughout (at what I think is a good encounter rate). Can anyone think of a way this would work well? Or have any other suggestions?
I apologize if these questions were answered elsewhere. I have read through most of the RPGM3 forum topics on the site, and these are the main two I have left. This post is also my "I'm new look at me post" (though I'm sure it then should've been posted in another place). Thanks for having such a chill site set up for this software. It has been very encouraging already, just reading through the forums. I hope to post more about my story as I learn more about it (the story and the software).
I just got RPGM3 (& keyboard) two weeks ago. After fiddling around with it a bunch (usually when drunk with friends--we've made all these hilarious events/characters/battles usually ending in getting laid by a chick (the one in the green plaid skirt), I'm ready to start on a serious adventure. I would've given myself more time to get wet with the software, but you guys got that damn contest in two months (which is great motivation by the way). So, anyways, I already have a few basic questions, and I will more than likely have more.
1) Main character starts out in a room. Is there anyway to make it so he cannot exit the room until he has had a conversation with an NPC standing in the room? I tried putting an event by the door that gets disabled after talking to the NPC but it seems tacky. Either there is a '?' floating on the screen, or a tree and then the event says "Let me talk to you first" and kicks you back five steps. It all feels extremely obtruse. Can anyone help me with this? Anything that would make it seem more fluid would be appreciated.
2) I want a way around the random battles. My problem is that even at the low% setting they seem much to frequent. I was thinking about (in a dungeon) placing a few battle events throughout (at what I think is a good encounter rate). Can anyone think of a way this would work well? Or have any other suggestions?
I apologize if these questions were answered elsewhere. I have read through most of the RPGM3 forum topics on the site, and these are the main two I have left. This post is also my "I'm new look at me post" (though I'm sure it then should've been posted in another place). Thanks for having such a chill site set up for this software. It has been very encouraging already, just reading through the forums. I hope to post more about my story as I learn more about it (the story and the software).


You already gain many points for your wonderful posts. You could always do something silly like put an event like boxes or something in front of the door and say "OMG!Too Heavy! That NPC will help me!" and then keep the event on replay until you talk to the NPC. Set up the NPC's events to where he helps you move it or something like that. 
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