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Calmar

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Posts posted by Calmar

  1. How do Dragons fit with the soul concepts? Are they soulless? Are they souled? Are they intelligent or just giant animals (frankly if their just giant animals, give us Dinosaurs instead, IMO)?

     

    If a character could "be" a dragon, what does that mean about them? About their souls? Could the mythology of PE even have this make sense?

     

    To me these are the questions that would need to be examined.

     

    Just because souls are a central theme of PE, the game shouldn't revolve entirely around souls.

  2.  

    Bioware's Dragon Age adopted the size of D&D elves, but played them out more 'realistically'.

    What happens if you have the size of a dwarve, but are slender like a kid instead of massive like a hulk and have lots of ruthless humans around you?

    Well, since everyone is stronger than you, you get either abused (in every possible way), enslaved or even killed (or all together).

    Actually, it really hurt to see the elves in Dragon Age either be primitive savages or (sex-) slaves of humans.

     

     

    Such an explanation never convinces me. If individual physical strength is what determines a species' success, why aren't all the humanoid peoples subjugated by giants then? :getlost:

     

    I think elves need not be arrogant jerks towards humans and dwarves, but if you include them in your world, you should let them keep their dignity (which seems to the case in PE). :)

  3. <snip>

     

    Good lord you like to write...

     

    A meta-dungeon (abiding by the standard meaning of the prefix "meta-") can be either

     

    a) a dungeon composed of dungeons, or

    b) a dungeon inside a dungeon.

     

    It seems to me that b) is just... continuation of the same dungeon, so it obviously needs to be a), however the hell you'd actually make "a dungeon composed of dungeon" without it just being a dungeon.

     

    But I feel the OP will want me to go derper than that.

     

    If you are trapped in a dungeon within a dungeon,

    ?
  4. I don'tmind spiders enemies, but generally they're just so overused in RPGs. Most people find spiders at least slightly revolting or downright horrible, stirring these feelings is basically as original as using rape as fool-proof device to establish a character as terribly evil.

     

    Odds are several decently sized spiders have crawled in your mouth, while you slept, repeatedly over the course of your life, so a few big spiders in a game won't hurt you.

     

    :)

     

    :(:yucky:

  5. Let's be blunt. What you see as a soul isn't what is being described here.

     

    A soul in this game is something which is separate from the brain. The brain makes decisions, has memories, is in fact the primary decision maker. The soul is just there, offering special abilities, offering memories and skills at times, and recording affairs in its own memory. It has been in other people too. It's not a soul like you say, but a fictional soul.

     

    Although I am inclined to indicate there are no such things as souls.

     

    Then a term like 'ancestral spirit' might be more suited to describe the phenomenon that is called 'soul'. The quality of the sentient human brain that distinguishes it from others is called personality; a soul is the essence of a person/personality.

  6. I agree, that sounds confusing, Darth Trethon. As far as I see it, the term 'soul' is commonly regarded to be synonymous with 'personality', or 'spirit'; further, once you pass on, it is commonly assumed the spirit/soul/personality either ceases to exist, or passes on to the some kind of afterlife (sadly, there are no absolute definitions on what a person precisely is, and the same probably applies to 'soul', too). Then there are philosophers, like Gilbert Ryle, who argue that body and mind are not separate entities.

     

    Now it appears, that, in PE, a person is a single entity of body + personality that is possessed by a soul. Upon death, that soul passes on to the next vessel.

     

    I am confused, too. If you/your personality are opposite to your soul, the term soul is applied wierdly.

  7. I really don't like thieves's guilds. In real-world Middle Ages, cities were among the first places to be under constant protection by the law. Citizens had to swear oaths of allegiance to the city and authorities generally had a much better idea about who was moving in their jurisdiction than rulers of rural areas. Thieves, ok; powerful individuals who employ criminals, ok; but no state within the state governing all things illegal.

    Real world Middle Ages towns != fantasy metropolis with 300.000 inhabitants

    In fact Real world != fantasy world

     

    Depends on the fantasy setting in question. If you want to emulate a medieval atmosphere, you should take medieval realities into account. If you have skyships, living automatons and flying crystal cities, on the other hand, you're not bound by reality.

  8. My own selfish request is to have a toggle to go to civilian clothes - if only because I play a thief and would like to, y'know, not be in my thief gear when not thieving. :)

     

    That's an interesting thought. Maybe wielding weapons and wearing armour could affect the way you are treated by people you want to intimidate or talk peacefully with.

  9. I've never liked the way guilds were implemented in cRPGs. For example, you basically have 'a' thieves guild that runs all thievery everywhere. I don't think that's the way it worked during the middle ages. Adding some cultural aspects to guilds would help.

     

    I really don't like thieves's guilds. In real-world Middle Ages, cities were among the first places to be under constant protection by the law. Citizens had to swear oaths of allegiance to the city and authorities generally had a much better idea about who was moving in their jurisdiction than rulers of rural areas. Thieves, ok; powerful individuals who employ criminals, ok; but no state within the state governing all things illegal.

  10. Well, I'm sure Chris Avellone, if he happens to stumble over this thread, will find your point remarkably helpful.

     

    See, the guys at Obsidian don't need us to know that theiy story should be well thought out. And they don't need us to get it done. Currently, there are only bits and pieces known about the world and the plot of the game. What I see and my experience with past games allows me to be confident that I will not be disappointed by Project Eternity. I won't be invited over to Irvine to work at the project, so the most productive thing I can do right now is to have a positive attitude. Unless there is a piece of concrete information to discuss that's all we can do.

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