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rjshae

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Everything posted by rjshae

  1. Yes I have a financial concern: you're potentially talking about a lot of artwork in order to support this approach--one portrait for everybody you converse with. That would most likely take away from the other art in the game. Would it be worth it? Or would it make sense to use a smaller number of symbols instead, like banners or heraldic shields, which they can then re-use? The staggered text is more difficult to read; I'd suggest using small indents instead, as you'd use in an e-mail reply.
  2. These all sound great. I was wondering though about the "sending companions on missions" activity. Are these separate adventures that we, as the players, will be able to play using just the companions? Or do these missions get completed based upon some internal formula? Thanks.
  3. A little searching appears to show that the UI style is romanesque (or gothic without the islamic influences such as the pointed arch), with iron nails for reinforcement.
  4. I don't think it's possible to design an interface that will please everybody, but I'm very happy with the current look and I hope they don't change this style too much. The aged wood panel frame with the reinforcing rivets lends the conversation weight without being too distracting. The wide margins along the left and right make the text feel less crowded, like the margins in a book.
  5. Sounds like everything is coming along nicely. I do like the look of the dialogue interface; it has a pleasing old-world style and the bronze-reinforced portrait frame is a nice touch. I was wondering though whether only one party member will be able to reply? The Wichts look suitably vile, given their nature. Thanks for the intros and for keeping us abreast of the latest developments!
  6. A nice touch in DA:O was the Lost in Dreams quest where the main character learns to shapeshift into multiple forms. That was a decent use of the shapeshifting power in that it provided a few interesting tactical options.
  7. They could possibly implement cursed items by linking them directly to your soul; once you've acquired a cursed item then any soul-powers you have take a level penalty as long as you are not wielding/carrying (as appropriate) the object. The curse gradually takes effect as it seeps into your soul, so it is not immediately obvious that there is a curse.
  8. Yes it's good to have a detailed, life-like setting with realistic touches. The problem usually comes when you get fed cultural information through a firehose (of numerous in-game books) and then little or none of it turns out to be applicable to your gaming experience. 'Show, don't tell' works for RPGs as well.
  9. Write them a check for $1 million and I bet they'd be able to add enough writers to increase the number of companions...
  10. Writh a poem will you? This infernal clown needs it, like a fly needs sh**. Okay, it's a haiku...
  11. Looks up, suddenly interested...
  12. I like the idea but it sounds a little micro-managery. It woudl help if the game presented ability boosters as actionable icons on top of the activation button. That is, if you have a button to activate a specific ability, and if you have a consumable that can impact that ability, then the consumable would appear as, say, a small pic in the corner of the button. You click on the pic to prep it as a chained action, then click on the button to launch.
  13. On some level in the Endless Paths, it would be interesting to find a necrotic 'settlement'. As in the walled settlement in film 'No Escape', this is a fortified encampment inhabited by undead that have retained some vestige of their humanity and are battling for survival against the surrounding hostile forces. The settlement inhabitants aren't necessarily all that friendly to humans--nor are they particularly virtuous in nature--but they do like what surface dwellers can provide so they allow them in... on probation. There the party can trade for some particularly unique items that have been scavenged from the surrounding areas (surviving much as in the shops in Nethack). The party could also do some non-combat side-quests related to the particular issues of the settlement, which only living creatures with souls can resolve. For completing these quests, perhaps they find some tidbits of information that are useful further down. For the settlement to have survived as long as it has, there must be some unique feature that provides protection against the more powerful dungeon dwellers. Maybe an old shrine, or a well of life force provides a ward at the entrance requiring a certain key or crystal to pass?
  14. ^^^^ Maybe they're just generating buzz then? Shrug.
  15. Comes in expecting some interesting video game news... ...yeesh...
  16. Ah but it's now sacred snot, to be preserved with the reliquary of Saint Nicholas, the patron saint of children and other little buggers.
  17. I wonder why they can't announce superstar lead programmer and art supervisor that will blow everybody's socks off? If they let the name slip will the Yakuza have them offed or something? I can think of at least couple of reasons: 1) they are currently involved in other work and don't want the distraction; 2) if we knew, it might scare off some contributors... for whatever reason.
  18. It's interesting that the Fudge-based Fate system did so well--the original goal was $3,000! I'd never heard of it before. There's a lot of potentially good gaming material there; I particularly want to have a look at the Traveller and Glorantha releases.
  19. In terms of funding success, here's the top ten Kickstarter list for RPG rules and supplements: $517,255 -- Numenera: A new roleplaying game from Monte Cook $433,365 -- Fate Core $294,628 -- Traveller 5th Edition $260,962 -- The Guide to Glorantha $243,945 -- Through the Breach: A Malifaux Roleplaying Game £177,557 ($275,000) -- Achtung! Cthulhu - The WW2 Keeper's & Investigator's Guides $137,024 -- Shadows of Esteren - A Medieval Horror RPG: Travels $129,640 -- Tenra Bansho Zero - An Art and Culture-Rich RPG from Japan $126,031 -- Deep Magic: A Tome of New Spells for Pathfinder RPG $123,366 -- Razor Coast
  20. Spheres of Power: A New Pathfinder Magic System -- Intended to be a simple and flexible magic system in which a player selects from spheres and talents to create the spells he wants. Succeeding at $11,358It looks like Kickstarter is working out pretty well for most indie PnP RPG projects. Of the Kickstarter projects listed in this thread prior to August 10th, most are, or have been, successful... a few spectacularly so. I only found two that failed to reach their goals: Westwater Role-Playing Game -- cancelled at $1,042 Barbarians of Heavy Metal the RPG -- unsuccessful at $6,103
  21. Perhaps a race-vs.-race or gender-vs.-gender modifier to the faction rating would work? I.e. you may have a favorable rating with an NPC's faction, but the NPC dislikes your race/gender so you get a neutral or perhaps even a somewhat hostile reaction.
  22. Josh said a character's detection radius will be affected by a character's actions. It wouldn't be too crazy to think that "wearing full plate" might be one of those actions. Or, to put it another way, "by a character's actions" might not cover all possible factors that affect the detection radius. Also, your Rogue will have an inherent bonus to sneaking, while your Paladin, most likely, will not. So, if you voluntarily beef up your plate-clad Paladin's sneaking skill, while leaving your Rogue's slightly unbeefed, then I guess you'll have the recipe for lulz at your disposal. Perhaps some classes (Chanter? Ranger?) will have soul-based powers that temporarily allow improved sneakiness while lugging noisy gear? Like an "aura of muffling"; a milder form of a silence spell...
  23. Bah. Everybody has their preferred UI style, and yours will never match mine. We've beaten this dead horse into a bloody pulp.

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