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rjshae

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Everything posted by rjshae

  1. The Lost Lands: The Lost City of Barakus by Frog God Games -- "Detailed within these pages is the great, bustling metropolis of Endhome, the Penprie Forest and Duskmoon Hills located north of that city, and, finally, the huge dungeon that is the Lost City of Barakus." This is a hardcover campaign book containing a low level adventure designed to take characters up to level 6. Separate books for Pathfinder and Swords & Wizardry. Succeeding at $26,215 with 393 backers. EXTREME EARTH: A Dystopian Superhero Campaign Setting by Joe Bardales -- a supers campaign setting in a world that is short on resources and rife with paranoia and corruption. There will be seven different books for different rules systems. Currently at $1,250/$7,500 with 44 days to go. City State of the Invincible Overlord by Judges Guild -- They are bringing back an updated version of "the first published fantasy RPG city setting back to the presses for JG Universal and the Pathfinder Roleplaying Game System." Succeeding at $37,758. Retro gaming indeed.
  2. Point taken, but the last sentence is what worries me. What I gathered from the Obsidian interviews is that they want to make this in to a successful franchise. Now did they mean that they want it to find a healthy market(beyond kickstarter), or simply satisfying the people who kickstarted it so they can go another round (sequel/exp). I guess it's a question of if they have ambition to make a big studio out of Obsidian or if they are fine with getting paychecks for making games they love(?). I could see them making different styles of games based on the PoE world setting, like a single character sandbox and/or a MMORPG. Or they could produce games in a different genre, such as sci-fi, with a modified version of the PoE rules. They would already have the core code base written and debugged, so it should significantly reduce development costs.
  3. Thanks for the update. I was wondering whether the Obsidian animators ever use any SCA heavy combat participants for your animation takes?
  4. As an alternative, I suggest just buying yourself a tin plate and keep belting yourself on the head each time you start up the game.
  5. There's probably a satisfying middle ground between the two character-building extremes of BG2 and IWD that would satisfy the need for tailoring your party and allow meaningful interactions. For example, allow the player to build a primary PC from the ground up, then provide a pool of side kicks that you can tailor to a more limited degree. The known character types of your possible side kicks allow the game designers to configure interactions, while you still get a lot of customization choices about your party makeup. You wouldn't even need to start the game with the side kicks--they could just be met on the adventure.
  6. There are other scenarios. Consider the funding for the current release: roughly $4M. If it sells an additional 20,000 copies at $25: that is $500,000 total, then subtract taxes and fees. Is that enough of a success? What if it sells 500,000 copies, but over the course of a decade and most of it at a significantly reduced cost. Will that fund the expansion? As a game it doesn't have to 'bomb' as you put it; it just has to fail to find an expanded market in the short term. The game then remains a niche product that may have a devoted fan following. At that point a Kickstarter may be appropriate, assuming Obsidian is still interested.
  7. They can still Do a Kick start once the game Lunches. You know the riot they could get if we backed an Expantion, Second game, or what ever, and Some/every one Hates the game? or something. A kickstart is a Gamble, Right now we Gamble on realy Good Horse (Obsidian), If the game does well, they can lunch A second Kickstart. And if they way things went well i could pay again, to suport in a game i know i will like , insted a game i belive it might recapture old classics. And now with the expirience they have from this game they could be even more Specific, with tresholds and what not. because they live it once. They could do another Kickstarter for PoE after this expansion is released, but I suspect by then the key people will likely be committed to other projects. It will likely result in a significant delay. Which may be okay.
  8. Our opportunity for an expansion within the main game got killed by those among us who didn't like them running a second Kickstarter without finishing the first. Now the expansion will be wherever the developers want to take the story. I don't see a need to attempt to constrain their imagination at this point.
  9. Sounds to me like you don't even know what an RPG is. A lot of ignorant IE-era kiddies do this. They base their definition of an RPG on what they like about RPGs released decades after the genre started. I assume this is the point where you argue that Rogue is an RPG? It's not. In order to be a ROLEPLAYING game, a game has to include roleplaying. Rogue does not, so it gets dumped into the dungeon crawler bin. Same thing goes for Ultima 1-3ish, Diablo, and yes, Icewind Dale. Also, since you brought it up, I base my definition of RPG on tabletop roleplaying games as a whole, whereas you seem to have based your definition on RPGA modules. As always, this is a futile discussion. The definition of a role-playing game gets trolled to death. Endlessly. It's always going to be a fuzzy term that means different things to different people. Just like religion or politics.
  10. The combat-centric and generally serial nature of the IWD series lowered the replay value for me, although the scenery was beautiful and some of the battles enjoyable.
  11. There's a certain amount of jaded perspective from some experienced gamers who have played a lot in the Fantasy genre. But to me it's all about the story--the fantasy characters and magic are just there to provide unusual elements; much like aliens and high tech in a sci-fi game. Meanwhile, the elves and dwarves will hopefully still be fresh and unique aspects for young players who are new to gaming.
  12. It doesn't sound like there will be a large mix of skills 'cause the developers want each skill to have more frequent opportunities for use. What I wouldn't mind seeing are specialty sub-skills that branch off the existing skills list. These are sub-skills that receive less frequent use, but which you can put a single skill point in to get a +2 bonus. Hence, say you have points in a stealth skill; then you spend 1 skill point to get +2 to the Poisons sub-skill aspect of Alchemy. This may take you above the normal allowed maximum for the skill. To minimize abuse, the number of sub-skills per skill you can boost would need to be limited to half the total for each skill.
  13. I thought she looked a little too real for Megan Fox...
  14. I'll damn and blasphemer myself by saying I liked the way that day/night was handled in DA2.
  15. More likely it would be an old man in a bar, full of piss and vinegar, who wants to whine all night as long while you keep refilling his mug.
  16. What's a Neu Grognard? The Young Guard? The Old Guard, of course, were Les Grognards.
  17. When DA2 came out, it got rave reviews from Journalists. It still has an 82 rating on metacritic. When ME3 came out it got rave reviews by Journalists. It still has an 89 rating on metacritic. What I get from that is that Journalists don't always have a good read on what gamers will like.
  18. There's more you can do with metamagic than what was implemented in D&D v3. You can modify an area effect spell to shield allies from its effects; make a touch-attack spell ranged instead; apply a contact trigger or a delay timer; turn an instantaneous offensive spell into a shield spell; allow a ranged spell to target concealed enemies; provide the spell instance to an ally for them to activate, &c.
  19. I'm glad to hear him say that, because some of the enthusiastically-presented suggestions I've seen around here probably wouldn't be very enjoyable over the coarse of a lengthy game.
  20. The day/night cycle stretch goal was not achieved during the original Kickstarter.
  21. I haven't heard of any, but yes a variety of alchemical grenade weapons would be a nice addition--especially when they are craftily employed by otherwise weak opponents.
  22. But why was that an "issue"? The IE games had both: Spells/skills that where an "all or nothing" gamble, and ones that had something closer to a continuous probability distribution. This accommodated different play styles, as well as different combat situations. I don't understand why making everything more continuous, would results in a better game... (I'm not trying to campaign against PoE or Sawyer's design decisions; I'll wait until I've played the game before judging whether its combat is fun. I just don't follow the arguments against save-or-die spells, or against melee misses for that matter, that have been given thus far.) I believe the reason was that it makes the choice of tactics more important than the outcome of a single, random dice roll. I.e. you can't just rely entirely on pure dumb luck to win a tough fight.
  23. Agreed. I'm sure many a coder has wanted to go back and improve/rework/cleanup their code base late in the development cycle, but were unable to do so; I know I have. The need to port the code to tablets provided just such an opportunity. I don't see any reason to think ill of the coders for doing so.
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