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Monte Carlo

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Everything posted by Monte Carlo

  1. Using a smidgeon of imagination I can see from that Wasteland 2 clip that the engine will work for an IE style game. I think the avatars are a bit 'stickman' and the colour a bit leery, but apart from that it's fine.
  2. I'm pleased that so many people agree. I also think Stun was on the money when he said... There are some people who find them irksome, but even some of them would dip their toe in. I'd make maybe one level of the mega-dungeon plot relevant. The rest would be optional, for example by clearing the first level and rescuing someone you drive the plot forward. Whether you delve deeper than that is up to you, but at least part of the dungeon gets used. Let's face it, a greater proportion of supporters want dungeons more than romances. You could have a romantic dungeon, but that's all a bit Fifty Shades of Grey right now. xD
  3. I'll give it a go, if not I'll start a fresh post and cut and paste some of this in. Have to go to work now though.
  4. Hi Bobby. 1. Bigger than Durlag's, maybe 50% bigger. The point is that old-skool dungeons are eco-systems... once you clear it out the monsters re-populate. So if it initially had loads of undead and you kill them all, maybe some humanoids move in. I'm not afraid to admit that I'd revisit and farm / grind such a locale as long as different monster sets repopulated it, and maybe a new level appeared occasionally. 2. Story on a mega-dungeon is like icing on a cake. That is to say very important. Look at IWD - it was a dungeon crawl with such a great story that it felt like a really classy dungeon crawl. The dungeon needs (a) a back-story, i.e. why is it there and (b) a current story i.e. why am I exploring it? 3. Hell yes. But that's just me. Why can't the player clear out and settle their own level, like a stronghold? Then use it to delve deeper, invite merchants to move in, maybe a shrine, deal with rival adventuring / exploring parties... 4. I'm not sure I'm qualified to comment. But making the mega-dungeon even more... mega, or promising the ability to re-populate as above, or for new levels to appear or be revealed... I think that might be a neat offer. The dungeon adventure is the quintessence of the old-skool experience and to make it bigger and better than ever in stretch goals strikes me as being worthy of consideration.
  5. Tomb of Horrors, Module S1. It had the infamous Sphere of Annihilation (I think that's what it was called) trap in the first corridor. You'd lose half the party by the first room.
  6. Right, load up your rucksacks with iron rations, spikes, rope, flasks of oil and holy water. Oi, you at the back? Have you got a 10' pole. No? Oh, you've been eaten by a giant spider. If you don't get this then don't worry. There is always time. Getting to the point, folks have discussed the influence of Planescape (or 'Wordscape' as we call it here at The Schloss Monte) and BG2. Not so much about the shimmering palantir of win that is Icewind Dale. The influence of this game should be obvious: Dungeons. Can we please have a massive, just-for-the-sake-of-it mega-dungeon? One that makes Durlag's Tower look like a 10x10 room with an orc in it. And a pie. Like romances, the role-plaeyers that hate such things can ignore it (ha! see what I did there?). Icewind Dale showed how dungeon-crawling can go hand-in-hand with great atmosphere and story-telling. I'm also getting a sort of Conquistador vibe from this game, a party ship-wrecked and confronted by a terrifying maze on an island or something. Like the Maztican dungeon in IWD2 but with MOAR STUFF in it. I want slimes, rust monsters, traps, caves, underground rivers and demon statues with hobbit-sized rubies for eyes I think a stretch-goal that includes a special mega-dungeon, referencing Durlag's, almost EVERYTHING in IWD (and maybe Watcher's Keep, which doesn't get much loving) might get more old-skoolers out of their basements. I also think the majority of folks would dig it, what's not to love? Many thanks for reading. MC
  7. Hello. Rolling-up a character in the old-skool IE games was fun. As Psychoblonde said in another post, re-rolling stats using virtual dice is fun. Not point buy. Not select-a-character-and-go. No, listening to the theme music whilst drinking beer and clicking to get great stats. Now I know some very serious hard-core types like playing gimped characters as a challenge. More power to your elbow, and if you want to donate those unused ability score points to me I'll happily take them. Anyhoo, on to character generation. It should be fun. It should be a mini-game. Look at the personality test in Jagged Alliance 2. Consider the background rolls for careers in the P&P sci-fi game Traveller. What about those crazy background traits in Arcanum? I don't have a load of answers here, but can some consideration be given to making the process of character generation really, deeply cool in of itself. Give it more love than you'd usually expect. Amaze us. Delight us. Indulge us. Make rolling-up a character so cool that I'd want to do it again just for the hell of it. Stats, character background info (even if it is just for immersion rather than tangible performance), personality info, race / sex / class dealt with in a different way (maybe genders from different classes have different roles in their cultures and you get a comment when you go off-piste), starting equipment, money, appearance... Do NOT make it streamlined and 'convenient' (i.e. dumbed-down), a race to the bottom like, ahem, other RPG developers. What do others think?
  8. The OP has either epic entitlement issues or doesn't understand very basic business principles.
  9. I hate point buy I am with the OP and love rolling randomized dice like an over-caffeinated monkey whilst listening to the game theme music. But that's just me (no, me and the OP). Point buy is too scientific and precise. And boring. We munchkins and twinks need to be considered too. ToEE got it right: there was a little number on your sheet that displayed how many re-rolls you'd done. Your shame dogged you for the entire game.
  10. Am not interested in the religious stuff but am interested in guns. My soul will be .75 calibre.
  11. Raiders of the Lost Ark - Arab guy does fancy moves with a scimitar, only to be given the good news with a .38
  12. I do. Shotguns hopefully. The idea of obliterating pansy-mages with a volley of musket-fire is worth the price of admission alone.
  13. Obvious: while the heathen firearms user tries to arm his crude weapon, I Charm some peons, perhaps his allies, to wander into the already haphazard line of fire. Should that fail, my shimmering form, aura of sustenance and, frankly, superbly crafted plate armour should repel the missile...
  14. Awesome mage-killing, magic-hating, badass sniper NPC required, a cross between the guy in Saving Private Ryan and Edward Fox in The Day of the Jackal. Update 5 says something about 'adventuring companies.' Magic 8 Ball says privateers, Sir Walter Raleigh, licensed corsairs.... oh yes.
  15. Josh what can you say about adventuring companies? The whole thing has really got me intrigued in a very good way. Thanks.
  16. This is a little bit like book publishing, which is currently trying to manage the digital Tsunami that hit music almost ten years ago. As technology develops I think there will be a middle tier of gaming, kind of 'Indie Plus' studios that manage to consistently produce smaller but profitable titles direct to the customer without the publisher. However... in writing, a really ,really good Amazon / digital sales rating will likely get you snapped up by a publisher. For a writer that is still a big draw for the obvious reasons: marketing and distribution. Physical sales are still very important in books as they are in games. This will change, as it has in music. It will be interesting to see how the publishers play it, if they have any sense they will create proper, more autonomous sub-divisions and try to hoover up the Indie Plus guys (this happens in book publishing).
  17. I'm new to Kick Starter but am becoming very interested in it as I'm a bit of a gambling man. Check this out: http://www.kicktraq.com/projects/obsidian/project-eternity#chart-exp-projection Does anybody more mathematically / business-minded than me care to comment on the 5.4 - 10.3 MILLION DOLLAR PROJECTION for this project?
  18. Put it on a difficulty slider, like almost everything else. Wandering Monsters on Rest? Low probability / Medium probability / High probability Or tie it to easy / medium / hardcore settings. Seriously, you can't please everybody, especially folks who can write 5000 words on the subject! But you can please most people.
  19. Obsidian have made it clear that extra game length is contingent on funding and stretch goals. As I am confident that the Kick Starter will yield at least 3 million dollars (added to the games they are referencing) I would hope for an Icewind Dale length game.
  20. This will be achieved by noon GMT I suspect. $2 million dollars+ by the weekend. Edit: The day of the DRM / GOG stretch goal announcement resulted in a spike of just under $20,000.
  21. May I direct y'all to RuneQuest, my favourite PnP system. There you had 'Battle Magic' and 'Rune Magic.' Battle magic was lower-level buffs: healing, weapon buffs, enemy screw-ups (*fumble* was a favourite, it made your enemy clumsy). Rune Magic was for higher level priests or 'sorcerers' (it was tied to the religious system in the game, long story). Both were fuelled by a prime statistic (called POWER) which dropped as you used magic, a la a mana system.... but characters could boost / store Power in different items like ammo. An iteration of this would work well in what Obz are proposing: soul magic versus 'X' 'Y' or 'Z' magic perhaps?

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