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nikolokolus

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Posts posted by nikolokolus

  1. Roll it up. Preferably 3d6 in order, but I tend to like Swords & Wizardry (Complete) and DCC RPG as my systems of choice. However, because I am such a magnanimous and generous GM, I do allow players to exchange a score with another on a 1 for 2 basis.

     

    In my not-so-humble opinion, I think point-buy tends to create game play that is more about "build testing" than it is about clever play and overcoming whatever sub-optimal statistics your character possesses. 

  2. Consider that the individual who built the dungeon was insane...

    This is best. There's nothing quite so drab and boring as an attempt to make "fungeon" ecologies sensible and logical like its some architect or modern engineer who designed the thing -the thing I hated most about second edition advanced dungeons and dragon's design sensibilities.

    • Like 1
  3. @ Gromnir;

    True, it takes developer time to add loot-tables.

     

    But personally I think that that's worth it, especially compared to, say, more wilderness areas.

    More replayability, more different loots to adjust to. It's all good for a game I think. Especially one meant to be replayed.

     

    I do agree a fully random system like KOTOR2 is just really bad though. If that's the only alternative I would prefer fixed. But there are alternatives. Time-consuming ones. But IMO well worth the benefits.

     

    For an ARPG where the goal of the game's primary mechanic revolves around loot drops and clicking that mouse is almost akin to pulling the lever on a slot machine in the hopes of getting a rare item (like in Diablo II or Borderlands). I just don't think randomized loot is going to do much for me in a game that relies on a lot of scripted story elements and doesn't even directly award experience for killing characters.

     

    That's not to say that some people won't find enjoyment in this game primarily for the shiny loot, but I suspect its replay appeal will not be loot driven for the majority of players.

  4.  

    -The design is nonlinear so you that you can end up doing the dungeon in any number of different ways.*

    Oh yes. This is what made Troika's Temple of Elemental Evil's dungeons (the Moat House and the Temple) so wonderfully dynamic, so engaging, and so... ominous. There were multiple entrance points, multiple ways up and down, and even more: Entrance points that didn't even begin at level one. For example, The Temple had a secret outdoor well that took you directly to level 3! So basically you could begin the dungeon experience at the center of the dungeon complex. So right at the outset you were presented with an utterly non linear situation.

     

    This is a lost art in dungeon design. Developers simply do not do this kind of thing anymore. But the good news is that Josh Sawyer has said a few times that he's a big fan of multiple dungeon entrance points. The Megadungeon probably won't offer quite the level of open-endedness as the Temple in TOEE, But it will probably be more open-ended and non linear than the standard dungeons we see in today's RPGs. This is a plus.

     

     

    I suppose it's worth a mention for the new kids that Troika sort of nicked their design from Gary Gygax's Pen and Paper module of the same name.

     

    But your point stands that developers (for vidya games or tabletop) have gotten much more "rail roadie" as the years have gone on when it comes to dungeon design. When I look at the Durlag's Tower in Baldur's Gate and compare it to the so-called dungeons Bioware created for Dragon Age II it's startling to think that the same company made both of those games. As you say, Mr. Sawyer seems to get the non-linearity aspect of dungeon design, hopefully they nail the atmospheric bit too.

    • Like 1
  5. I'm sure it won't be like this at all, but I'm hoping for a subterranean environment that borrows ideas and flavor from the Annwn (the Otherworld) from Welsh and Irish myth. A place of dark fey and weird Lovecraftian horrors, where the deeper one delves, the less the rules of the mortal world hold sway - a thing that's as much a living, sentient malevolence as it is a "place."

     

    In short, a place that creeps you the hell out and haunts you.

    • Like 3
  6.  

    If anybody is into retro-clones and the like, Swords and Wizardry Complete is free from Frog God Games now (the pdf) and I just picked up the boxed set of Astonishing Swordsmen and Sorcerers of Hyperborea during North Wind Games winter sale. Great stuff if you want to run a good old-fashioned, bare knuckles hex crawl or a weird fantasy campaign.

     

    Both hew closer to OD&D or Holmes/Moldvay than AD&D, but the presentation and organization is top notch in either system.

     

    Dunno, is it any different from the literally countless other free retroclones (New 52, LotFP, Tales of the Grotesque and the Dungeonesque, etc etc)?

     

     

    I think Swords and Wizardy Complete is probably the best organized and most professional of the retroclones I've read. As for AS&SH, The rules and classes are pretty standard fare, but there are no elves and dwarves and demihumans, instead each "race" of humanity is somewhat distinct (Atlanteans, Keltic, Hyperboreans, Ixian, etc.) it's main selling point is the way it has integrated that setting material (Based on the fiction of Clark Ashton Smith, Robert Howard, Lovecraft et. al.) into its rules system. 

     

    If you're not into it or don't care about OSR style games then skip it and move on. I just posted about it because somebody was asking if anybody was still into the "old stuff" and this seemed to fit.

  7. If anybody is into retro-clones and the like, Swords and Wizardry Complete is free from Frog God Games now (the pdf) and I just picked up the boxed set of Astonishing Swordsmen and Sorcerers of Hyperborea during North Wind Games winter sale. Great stuff if you want to run a good old-fashioned, bare knuckles hex crawl or a weird fantasy campaign.

     

    Both hew closer to OD&D or Holmes/Moldvay than AD&D, but the presentation and organization is top notch in either system.

  8. I remember following the development of Arcanum with great interest before it was released and If I had ever been able to get the damned thing to run without crashing to the desktop every 10 minutes I probably would have loved it, but instead I shelved it, lost my copy and picked it up ten years later in a GOG.com sale.

     

    I've tried playing it a couple of times and while I can see some of the charm and I want to like it, it's never really grabbed me and MCA is right when he bemoans the UI - it's bloody awful.

     

    Maybe when I get tired of all of the other games on my computer I'll give it a spin, but I find replaying the Infinity Engine game, the first two fallouts and Temple of Elemental Evil far more compelling. I have a hard time faulting Avellone's halfhearted playthrough.

    • Like 1
  9.  

    It would be nice for the game to just tick off a few coins for the materials each time u cast a spell. Or they could at least just say u have the eschew materials feat

     

    Correct me if i'm wrong but didn't Temple of Elemental Evil do just this. Also you might wish to investigate the Ultima series, their use of reagents was quite well implemented, though a lot of work.

     

     

    Yup. ToEE does it for certain spells with a cost component, and item creation costs experience and gold as well.

     

    It works well too.

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