Jump to content

aluminiumtrioxid

Members
  • Posts

    1482
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by aluminiumtrioxid

  1. I believe it means you can solve most conflicts by combat and some other noncombat skills, but it depends on the actual challenge which noncombat skills are applicable. This way, it's possible that individual noncombat skills are not always available, but some kind of other solution is always possible.
  2. ^Still, I'd prefer a(n even) more savage, bestial look...
  3. It's strange, however, that I could never finish either Fallout or any TES game, nor bring myself to replay Arcanum, but can play PST or BG1-2 indefinitely...
  4. 10 bucks says someone will hop in to yell "that's racist!"
  5. "Shylock: I am a Jew. Hath not a Jew eyes? hath not a Jew hands, organs, dimensions, senses, affections, passions? fed with the same food, hurt with the same weapons, subject to the same diseases, healed by the same means, warmed and cooled by the same winter and summer, as a Christian is? If you prick us, do we not bleed? if you tickle us, do we not laugh? if you poison us, do we not die? and if you wrong us, shall we not revenge? If we are like you in the rest, we will resemble you in that. If a Jew wrong a Christian, what is his humility? Revenge. If a Christian wrong a Jew, what should his sufferance be by Christian example? Why, revenge. The villany you teach me, I will execute, and it shall go hard but I will better the instruction." I think he's quite clearly being pictured as a product of the hate he gets for basically no reason. Shakespeare was quite progressive in this portrayal, considering the age and culture he lived in. (Also, if you liked Clavell, you should definitely watch the aforementioned movie Harakiri.) Edit: curse you, jezz555!
  6. It's pretty likely, but it mostly comes across as escapism to me. Which is something I generally don't like (and, in RPGs, even hate - just to stay on topic). A somewhat Druss-like character done right is Tsugumo Hanshiro in Kobayashi Masaki's classic Harakiri. The whole movie is on Youtube, watch it and you'll see what I'm thinking about
  7. Hmm... perhaps: "purity always prevails"... but it's somewhat more complex and hard to put my finger on why exactly does it bug me so much. He seems both extremely naive and hypocritical at the same time.
  8. The ones whose influence I'd love to see without a second thought: - Patrick Rothfuss. You can't really get a much better opening chapter than "Silence of Three Kinds" in Name of the Wind. The guy's got talent. - Robin Hobb. Her white&grey morality is absolutely welcome in contrast of the grim&gritty movement of today. Also, she can write really compelling female characters. - George R. R. Martin. He pretty much started the whole "realistic" fantasy stuff. Also, if there are going to be faeries in PE, I want the devs to use Susanna Clarke's Jonathan Strange & Mr. Norrell as inspiration. People who have their share of mistakes, but can be used as inspiration nonetheless: - Eliezer Yudkowsky: with Harry Potter and the Methods of Rationality, he not only deconstructed a fictional universe, but rebuilt it stronger and better in every way. It's also extremely well-written and entertaining. Applying his scientific approach to magic could benefit PE, I think. Not knowing the source material, though, takes away a lot from the experience. Also, he can get extremely preachy, sometimes unbearably so (depending on your ideological stance). - China MiƩville. As a writer, he's only decent (although I've only read his first two Bas-Lag books, and some say he came a long way since then), but his ideas are fresh and powerful. - Brandon Sanderson. Until Warbreaker, I was convinced that he's a mediocre writer, but he actually can create compelling stories and characters. But even if he couldn't, his influence is welcome as an "idea guy" - the magic in Elantris, Warbreaker and Mistborn is flavorful and imaginative. People who are kinda popular, but I'd rather not see their work anywhere near PE: - Neil Gaiman. Don't get me wrong, he's a good writer. But his signature gaimanisms are something I'm pretty convinced only he can pull off. Also he couldn't ever manage to write something on par with The Sandman. - William Gibson. Oh my GOD, what a terrible writer he is. Not only are his stories moving at a snail's pace, he reuses the same plot over and over again. Compare Count Zero, Pattern Recognition and Spook Country. - David Gemmel. I understand it's largely subjective, but his writings simply disgust me. His completely outdated moral perspective, inability to create complex plots and characters, this whole "heroic fantasy" stuff which is intellectually on about the same level as 300... ugh. Although I admit I'm extremely biased and could only manage to read Legend. It was punishment enough. - Steven Erikson. Gemmel was at least a mediocre, if dumb writer. He is a terrible one. His dialogues are painful to read. And although he has extremely good ideas (just like Sanderson and MiƩville), I wouldn't wish upon anyone the torment of having to read his prose just to gain familiarity with them.
  9. I like weird-sounding titles and spheres of influence. Things that don't really make conventional sense - some of them perhaps become obvious to the initiated, some of them remain inscrutable. Something like this: "Z'Chetne, the Lone Walker of the Thorny Path, He Who Bears the Molten Crown and Resides Over the Ruined Fortress, Architect of the Black Marble Corridors and Weaver of the Thousand Tapestries of Night". Or something less byzantian, but still quite mysterious, like "Sealer of the Silver-Framed Doors and Vanquisher of the Devouring Flame".
  10. You don't necessarily want a realistic system. You want a system which makes sense in context of the game world. For example, in a lovecraftian horror game, there is little reason not to have a Physique ability - the most important fights are won by cleverness and information gathering, full-on confrontation with the creatures of the Mythos is lethal. Having a Wisdom score is also not needed - human beings are utterly insignificant from a cosmic standpoint, while Wisdom implies a higher understanding.
  11. ^It's good if you know what you're doing. In a combat-heavy game, it's pretty stupid to have a Physique ability instead of separate str+con entries, but otherwise, the idea has merits (there are very few frail strongmen and exceptionally healthy wimps I know of). I was never a big fan of Wisdom as an ability, so Reason and Will sounds good to me (the only reason we had Wisdom is the cleric anyway, which I've always found a redundant class). These abilities would work quite well in a Lovecraft-inspired dark fantasy game though. It could perhaps use a social attribute (let's call it Presence), since using Will to persuade people sounds rather off.
  12. But if, instead of true random, you use some pseudo-random thingie which makes sure you break even in the long run, everybody can be satisfied.
  13. ^Since "Phisical" (more like Physique, innit?) is str+con, and Reason is int+wis, these are justified imo.
  14. Extremely good core principles, somewhat sloppy end results. Great for a weird fantasy game (with some horror thrown in), not so good for PE. Will post ideas to improve it.
  15. I think all classes should have only a few abilities, but these should be both unique to the class and easily diversifiable (is that even a word?). For example, fighters should have two defensive (skill-based, which can give bonuses to light and medium armor, parrying, dodging and counterattacking; and endurance-based, which helps reducing criticals, regaining stamina, shrugging off critical effects and the like) and two offensive (fast, which gives bonuses to attack speed and critical chance; and strong, which gives armor penetration and damage bonuses) figthing styles which each give different bonuses, and some 5-ish active abilities, which do different things depending on which fighting styles have you upgraded and how. This way, there is no need for too many animations, but the same skill with the same animation can accomplish quite different things, depending on your build.
  16. They make the best clubs, actually. (According to my anatomy teacher.)
  17. True. But bitching about where the unimaginable eldritch horrors beyond the ken of man which lurk at the bottom of the dungeon gain their sustenance from is rather silly. I'm all about immersion and internal consistency, but not at the price of interesting gameplay. By the way, the answer to your question is: they feed off the emotions of adventurers and superstitions surrounding this place in the eyes of the populace. Bamm, problem solved most elegantly and without resorting to the extremely boring and unimaginative "it's because of magic" argument.
  18. I almost forgot the possibility that with the death of a party member in heavy plate armor and some effort, we can create our own (literal) Weighted Companion Cube!
  19. Dungeons do NOT have to make realistic sense. Striving for realism (especially in dungeon-creation, but in general fantasy worldbuilding too) is counter-productive, because it narrows down your options greatly. Basically you have to throw out a lot of interesting content, and replace it with less interesting ones, which means less fun. Something to be avoided.
  20. I have to third this assertion. If the dungeon is supppoed to have 15 levels, then how is fresh air, water, and food being brought in to see to the needs of the inhabitants and how is all of the waste being handled? If it's populated by undead or clockwork creatures, then that eliminates a lot of the questions of biological viability, but it still leaves unsolved the question of why all of those entities are sticking around after all of these many decades or centures of abandonment. Something has to account for their presence. Who on Earth gives half a flying ****?
  21. To paraphrase a classic: their blood can be used to drown someone, you can sell their organs and gain enough money to hire an assassin, the bodies can cause serious injuries if shot at someone at high enough velocity, and their bones can be sharpened and used as a weapon. And the beauty of the concept is, these could be done with appropriate spells.
  22. What kind of an idiot doesn't keep some "blow self up"-type spell on their person if it is expected that the enemy combatants will loot their bodies and - against any kind of common sense - start to experiment with the spells found without trying to gain any preliminary information?
  23. I'd prefer it more if your original research would result in discovering completely new spells, but it's neat either way.
×
×
  • Create New...