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algroth

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Everything posted by algroth

  1. Agreed! *proceeds to plant a bomb in the harpsichord*
  2. And we even missed this post a couple weeks ago.Ha! Never knew that “Slavic squat” was a thing. Personally, when reading the name I was hoping for something more like that. It is totally a thing, rođak! Here's a tutorial:
  3. Michael Nyman - Drowning by Number 2 Tuxedomoon - Holiday for Plywood
  4. Siouxsie and the Banshees - Circle Eyeless in Gaza - Whitewash
  5. Franco Battiato - Centro di gravita permanente Soda Stereo - Nada Personal
  6. Stump - Charlton Heston Philip Glass - Island
  7. Geinoh Yamashirogumi - Kaneda Michael Brook and Pieter Nooten - Searching
  8. Taking part on an 80s music cup on another forum, where we basically create matches between songs chosen by users. Sharing my list in the following posts...
  9. I'm making my way through it right now, and even streaming it! So far I'm enjoying it well enough but am seeing very little to be genuinely impressed at, though I just finished Act I so it's still pretty early to jump to conclusions.
  10. Apparently there *is* a science behind it that makes them somewhat plausible, at least if this video is anything to go by:
  11. For anal minmax discussion, obviously. ( ͡° ͜ʖ ͡°)
  12. And, well...
  13. For more cool mashups, these are old, but still great...
  14. Well, I hear flanking your target makes things easier...
  15. This thread has me laughing in Kanas. Not sure if others have mentioned it in this thread so far, but the estoc would be a great weapon for anal minmaxing - a huge sword specialized on thrusting and penetration. Maybe we can pair it with a rogue for a surprise sneak attack from behind...
  16. https://www.youtube.com/watch?v=svsqXP_Ef9E A classic.
  17. Dusan Makavejev, director films such as W.R. - Mysteries of the Organism and Sweet Movie.
  18. R.I.P. Dusan Makavejev, director films such as W.R. - Mysteries of the Organism and Sweet Movie. Edit: Oops, wrong thread.
  19. That is something to be said about stat/roll based combat and a turn based system giving player time and space to analyze the situation and choose the best tools for the job.It's like D&D was designed to be turn-based or something! D&D, like any and all other pnp games, was not 'designed' to be turn based but rather *had* to be turn based because that is the only way you can do things with a bunch of people seated around a table. It is a limitation of pnp gaming, and the point of progressing to computer gaming is to overcome the limitations and weaknesses of pnp gaming.Whilst I agree with the other poster that mentions both PnP and videogames having their own strengths and limitations, I also agree with the overall point here. TTRPGs, at least the likes of DnD and its offspring as far as I'm aware, are largely driven by the act of speech and performsnce, and by consequence the information always had to be delivered sequentially, not simultaneously. In terms of combat, it *has* to be developed a move at a time as everyone can't just shout their moves on the spot at the same time and hope the rest to follow what is happening and what everyone is doing and respond adequately. Videogame as a medium removes the need to render actions and situations into words - why not show them instead - and so it allows for several actions to occur or be depicted simultaneously. For TTRPGs the turn-based system is a necessity whereas for videogames it is not, and hence you cannot assume that just because a tabletop source has turn-based combat it is also the ideal or superior form for its videogame adaptation. They're not the same systems working within tge same mediums and boundaries and shouldn't strive to necessarily be alike. Now with regards to RTwP as applied to the IE games I do feel many of its worst aspects are leftovers from the TT experience directly shoehorned into the videogame medium. But already Pillars, and Deadfire since, have been designed not as duplicates or representations of tabletop systems but systems built specifically for a videogame - it's why Josh has largely altered systems, combat and so on for the TT PoE. Already these games flow much smoother and feel more intuitive and rewarding as RTwP experiences over tgeir predecessors. It's a mistake to assume the system in these games was "made to be turn-based", it's certainly a departure from that and I'm sure the TB mode on Deadfire is likely to be wildly different than its RTwP experience. Personally I do far prefer RTwP combat to TB in general - I find it way more immersive and intuitive, whilst the pacing doesn't feel anywhere as clunky. But that's me of course. If you prefer TB instead then you do you - though I don't see why we have to go ahead and behave like utter asshats with all the "sorry fans, what I prefer is superior" remarks. Don't be a ****, seriously. (Written from my phone so apologies for any typos)
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