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Everything posted by Monte Carlo
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Or better yet: Brain-toggle option: Use/Don't use the F**king exits if you want/don't want to. Perhaps, in addition to exits on every level, they could have big floating markers inside the dungeon to show you the way through. It wouldn't kill the atmosphere or anything like that, because we can simply choose to ignore them. I mean, hand-holding isn't hand-holding, right? It's just more "options". And I get accused of being rude and obtuse? Congratulations sir, please take my crown.
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I shall clarify. People who want romances in CRPGs: I'll never really understand you, but you don't overly bother me. Welcome, I am sure we will agree on lots of other things and find common ground. Promancers: You are squee-laden obsessives with a creepy level of interest in relationships with virtual characters that defy rational behaviour. You despoil every environment you touch. You write bad fan-fiction. You need to stay on BSN. I hope this clears up my position.
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I want to be a dragon
Monte Carlo replied to Dragonnn's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Persistent, but no cigar. -
I want to be a dragon
Monte Carlo replied to Dragonnn's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Hmmm. A 'D' minus. Try again. -
The term mega-dungeon originates in pen and paper gaming, specifically older iterations of D&D. The idea was that the entire campaign would take place in the dungeon. The surrounding area was more or less a support mechanism for the dungeon adventure. Within the dungeon all sorts of stuff happened: there were plots, communities, traps, puzzles, danger, history, lore, exploration. Dungeon levels were also often themed: the mad cultist level, the lizardman caves, the undead crypt etc. These tropes were adopted by many computer games, but given the limitations of technology and the way the market worked it ended up in the ARPG arena whereby the prejudice of dungeon = braindeath popped up. Meanwhile, as many RPGs turned into a more considered, story-and-setting based genre, there was a bit of a backlash (before the old-school / OSR renaissance even WotC implored us with "Back to the Dungeon!") and gamers wanted to explore the roots of D&D. Campaigns like Greyhawk and Blackmoor. So, during this period the term 'Megadungeon' came to mean a large dungeon with consistency that you would return to as an important part of your campaign, a place with a proper feel and content to it, a substantial endeavour. So I understand why some people are concerned that a megadungeon = Diablo squatting like a dog turd in the middle of their game. I ask them respectfully to reconsider, look at the bona fides of the game designers and understand what went before. Megadungeon = awesome.
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Boob plate discussion: The devs have made their stance clear --- they are achingly-PC on the matter. It troubles me not. On to weapons. The types of weapons in an RPG are there simply for flavour. Many weapons in R/L aren't suitable for fighting anywhere other than on a nice open battlefield, and in quantity. The best example might be polearms. Not much use in a dungeon. As for our old favourite, the two-handed sword... designed to allow for infantry assault on aforementioned pikemen to break up their ranks. Not much use in an enclosed space. Good weapons for small groups fighting in close combat aren't actually that big... This military hammer is a nasty SOB but pretty compact.
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At the bottom of the dungeon, the very bottom, in the darkest and most evil recesses of the twisted labyrinth....
- 214 replies
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- project eternity
- update 27
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