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Posts posted by TheDogProfessor

  1. If you're familiar with the ruleset and confident in adapting it at little bit, I would recommend sticking with WHFRP. A friend of mine has been running a WHFRP 2nd Edition campaign for which she devised her own world that is heavily influenced by Gaelic and Germanic folklore and it works really well. Her Fae are bloody scary and we run screaming when we encounter them.

  2. I, personally, feel that for this type of game the "Uninjured, Barley Injured, Injured, Badly Injured, Near Death" approach works the best. It would be cool to show enemies looking more damaged as the fight progresses. However, I can't see it working too well in an isometric perspective; it would work great in a gritty FPS (think Metro 2033) but I'm not convinced it's a worthwhile idea in P:E.

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  3. I had another idea:

    Monks would still be part of a strict order or whatnot and would still have martial training, but would take on a similar role to monks in Medieval Europe, but they wouldn't have to be religious figures as they were historically. With the lack of the printing press, monks would have been the ones transcribing scriptures and texts. The monks in PE could be quite knowledgeable, academic even, while still retaining the martial aspects that would be part of their order.


    Having a Half-Giant in your party would be cool but it also feels as if it could be or seem overpowered.


    I played a Half-Giant in a D&D 3.5 campaign, I built the entire character concept around grappling foes to immobilise them. Once I, with 1hp remaining, grappled an Earth Elemental and won. The character was a bit over-powered, but great fun to play.

  5. This came up during the discussion about Forton and I think that it deserves it's own thread:


    I think that, unless there are Asian inspired cultures that are believably worked into the presumably western setting, Monks should be taken in a different direction. I'm not talking too much about mechanics but more about feel and integration into the game world. It doesn't make too much sense to have ninja, samurai or Shaolin monks walking around a setting that is essentially (please correct me if I'm wrong) late Medieval Western Europe. I guess if they were few and far between and were noticed to be out-of-place by the population they could work, but that seems like it wouldn't be well implemented.


    What are your thoughts on this? What would need to change? How could they be implemented without breaking internal logic?

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  6. I think that, essentially, it should vary depending on the quest and the importance of the main character. I would like to see a cRPG where the PC is not important ridiculously important. I would like not to have to save the world, for a change. It would be cool to get credit when credit is due, but I would like a world that does not revolve around the main character, at least in the sense that things will happen that I have no control over.


    In terms of structuring quests however, I would like to see multiple outcomes for each quest which goes beyond the side with good or evil options. Sure, the PC can deal with the corrupt cleric, but will they kill them, turn them over to the clergy or the law enforcement? Each of the options should have a unique response from the quest.


    Essentially, the world should exist outside of the PC, but at the same time there should be appropriate and nuanced responses to the PC's actions. I understand that the nuanced repsonses are much easier to achieve in a PnP game as the GM can allow and improvise for unforeseen actions, but it would be nice to see nonetheless.

  7. I really like the idea of NPCs having their own agenda as it reinforces that notion that the world exists outside of the main character. In BG for example, many of the joinable NPCs had there own quests which needed to be fulfilled in order for them to remain in you party. That seems a bit more simplistic than what you're describing, but I do expect at least that level of "NPC agenda" in PE.

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  8. The difficulty in creating new areas doesn't seem to be a problem for the vibrant IE modding communities. Seriously, however, the modding communities are awesome. Spellhold Sudios and Gibberlings3 are two great ones from off the top of my head. There are crazy talented modders out there that have created their own interfaces to mod the IE games (which have no modding support) and there are several out there who altered the hardcode in the engine. Give them a look; it's well worth it.

  9. I think that BG is outvoting Ps:T for two reasons. Firstly, it is a far more famous game and hence has been played by more people. I'll use myself as an example: I had BG recommended to me by an acquaintance about 8 years ago or so when I was playing the first Dungeon Siege, whereas I discovered Ps:T of my own accord while searching for me IE game to play. Secondly, as Monte Carlo stated (my other point was also made my Monte, just not as explicitly), Ps:T is a niche game; it's more particular in it's taste and is, very much, a piece of art.

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  10. I like the idea of 'encounters' such as your firewood example as they help maintain the illusion that the world exists outside the story of the main characters. So even having really small, minor quests that are not important from a plot perspective, but show the world and NPCs within it, are -- for me -- a must.


    An abridged example from a DnD campaign I run which is similar to what I'm describing: The PCs were travelling back from an adventure when they came across a hamlet outside of which was an excavation site of an ancient hobgoblin barrow/catacomb. A distraught mother approaches the armed-to-the-teeth PCs and asks them to search the catacomb for her child, who was obsessed with it and had recently gone missing. To cut a moderately short story shorter, the catacomb was quite small, they quickly find the child, but it's a lightening-fast undead monstrosity. They overcome it. When they return they have to break the news to the mother and her and the small town are horrified.


    Essentially, even though the encounter was difficult (at least one character almost died from level drain), it was unrelated to the PCs. I really think encounters such as these add to the game world.


    I hope that was decently explained and not too ranty.

  11. I would like a fair amount of realism and consistency. Deserts on the leeward side of mountains and wet, lush forests on the windward side. Magical phenomena would, of course, alter particular areas to varying degrees, but on the whole -- unless there is a reason otherwise that is made entirely internally consistent with the rest of the world -- I would like to see the geography of Project Eternity based on our geography. After all, there may be magic, but I'm assuming that Newtonian physics will still apply to arrows and people (not that geography is Newtonian physics, exactly). My point is that most of the science that applies to our world is probably going to apply to this one as well.

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  12. I'm against static bonuses, unless a fudge-dice-type modifier was used a la Dresden Files RPG, as I feel that it takes away the random element that is iconic of the IE games. I believe that it also adds the tactical element as each fight will play out slightly differently. I'm also opposed to x-y damage as, unless accompanying text would clarify, it doesn't show distribution, which is important.


    Out of the three options, I would prefer xdy. As Jasede pointed out, it's really not that difficult to figure out and can show the distribution. The normal distribution ideas are interesting as they avoid the D&D jargon and can display distribution of damage. However, there are probably many people wanting to play this game that do not understand or have never been exposed to the normal distribution. This could be problem as it is more difficult to understand than the xdy system. If the devs were to come up with an accessible way in which to display the normal distribution data (personally, I think that graphs would look weird in the game. Graphs in the inventory screen? What is this?) I would support that option.

  13. Having items in mid-to-late stage stores that are occasionally very good, but also very expensive. The sort where you'd save up almost the entire game to be able to get them. I guess they'd have to be static in the store to have a chance of buying it


    Baldur's Gate did this. For example the weird artefacts and robes of the Archmagi in High Hedge.

  14. I'm all in favour for the fetch quest with a twist idea. In a D&D campaign I DM, I gave the PCs a quest which was deliver a religious artefact to [location] on behalf of a priest. On the way [quest item] was stolen by thugs. After some searching and tracking down an underworld crimeboss figure. Through this contact, they found out where and when the person who contracted the thugs would be. Turns out it was the priest who stole the religious artefact and used the PCs as scape-goats. Was essentially was a "fetch"quest developed into something interesting. I'm happy with quests like this, but not happy with all of the "uhh... grab this from there and bring it back with no twists or surprises" quests that seem so abundant in Skyrim.

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