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About Thangorodrim

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    (2) Evoker

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  • Location
    The land beyond beyond ... the world past hope and fear
  • Interests
    PC and iOS Gaming, Audiobooks, bicycling, music, movies


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  1. Another interesting artsy thing might be that as the adventure progresses you come into taverns and you hear them singing songs about your exploits ... or maybe some of the villages have local painters that are painting your adventurers
  2. I don't know ... I think that cut scenes in games have been done to death and aren't really that powerful anymore ... I think if they add some sort of narrative introduction to certain key game areas or major regions it might establish more of a connection to the game in a literary sense and that might help with emotional attachment of some sort. As to specific emotional events I wouldn't mind some sort of location or event where they try and build a more emotional atmosphere (but not with over the top stuff like DA). Perhaps you could encounter a haunted castle as a quest. Different roo
  3. Well, since we are going to have 2 cities because of the stretch goals maybe they could make a story element about this ... one city could be less crowded because it is in decline and not fully populated (they could have the city be somewhat in disrepair) or maybe it could be suffering from a disease or curse ... the other could be the newer booming city ... I like the idea of a ruined city as well ... it would be great if it was a large city and populated with wild animals and various monsters
  4. Because it would be boring otherwise. Why would your farm-raised (merchant/whatever) boy/girl leave the farm without some sort of call to action? Why would anyone in their right mind leave the security of their mundane surroundings to go fight monsters? Even Jack in the Bean Stalk has a call to action. Why is your country boy going to the big city? The story you are talking about country boy goes to city, witnesses some event, and then buys his plow and returns to the farm is very boring. Yes, God forbid a rebellious young farmer would ever want to leave the boring farm country
  5. I think the amoral approach you suggest should definitely be an option but depending on your point of view certain actions can be considered distinctly more "right" or more "wrong" ... the difference between rescuing the Little Sisters in Bioshock and harvesting them is stark ... and there are different rewards or penalties for pursuing either approach (but they are both viable game play options that suit a particular playing style) ... I like to have a few choices in the game and consequences that are equally stark
  6. I don't think the system can or should prevent certain actions ... I think it should just result in different game play results if you pursue a "kill everything on the map" approach vs a "rescue everything on the map" approach vs something in between ... whether the results of your actions are considered a penalty or reward largely depends on the player's perspective but I think actions should have results and actions that are grayer in nature should have results that are equally gray
  7. Why does the game need an event at all? Why not just have the character going into the world with the wide eyed intensity of the country boy going to the big city? If an event is needed to propel the quest it doesn't need to revolve around the main character at all. It's not like we are going to not play the game if the event doesn't involve us directly
  8. Even without formal alignment they could still do a mix of good, bad, and grey ... as you mentioned however, without alignment you might get more shades of grey ... hopefully even without alignment they will have some measure of a character's "goodness" or "badness" ... whether they go the route of Karma or renown/infamy or something else it is useful to give characters actual moral choices with consequences (being good in Fallout 3 resulted in a bounty on your head from the 'evil' factions while being evil resulted in you being hunted by the 'good' factions - only by being neutral could y
  9. It is nice to have a little depth to your characters and NPCs... most people are neither completely black or completely white but some shade of grey ... villains who have a little depth to them or tragic heroes are always more interesting ... one of my favorite examples of a villain who you can't quite hate or love is the character in the Star Trek Next Generation episode "The Survivors" ... when they finally discover his "crime" they respond that they have no court capable of judging his crime or a being of his power so they simply leave him be Another notable example is the comment made
  10. What do folks think of quests with clear moral connotations, depending on the solution chosen? - the Slaver quest in Fallout 3 where you can either kill the slavers or sell the former slaves to them - Neverwinter Nights quest where you are presented with the "opportunity" to sell diseased blankets to orcs (I think it was) to subject them to a form of genocide - your choices of disposition for Megaton City in Fallout 3 (Save it, Destroy it, leave it alone) - Choice of siding with the Zombies or the Residents of Ten Penny towers in Fallout 3 ... although with the results, the mor
  11. What if you run into a dungeon with a really narrow door ... the other characters might have to kick and push him to get him inside ... either that or he might get stuck in the only entrance and the characters who rushed in ahead of him will slowly starve to death The party will simply have to lube him/her up with lard, a d20 roll will be required for success, rolling a crit failure will be amusing. I wouldn't mind if they got those bonuses btw, but they should have a penalty to AC (easier to hit) and take a dex penalty as well. Hmmm ... I wonder which store will sell that v
  12. Unless it serves some purpose in the game it probably isn't needed. - Alcohol serves a distinct purpose since the taverns were the social and news centers of the day, and the tradition of taverns in RPGs is well established. Most RPGs also give you distinct penalties (as in real life) for over indulging (lowered dexterity and sometimes an inability to fully control actions). - Stims were well represented in Fallout and they also had distince uses and penalties for overuse. - skooma was used in Elder Scrolls for several quests and the player had the option to use with very distinct
  13. What if you run into a dungeon with a really narrow door ... the other characters might have to kick and push him to get him inside ... either that or he might get stuck in the only entrance and the characters who rushed in ahead of him will slowly starve to death
  14. If you look at the literary character of Conan the Barbarian he had some of his greatest adventures in his 30's and became the King of Aquilonia in his mid 40's. A middle age is certainly realistic. The literary characters of Frodo and Bilbo Baggins in LoTR and Hobbit were both adventuring in their middle ages as well. As I think about it more after reading the wide variety of posts and opinions on this, I would think these types of restrictions would work best for age, if it was actually implemented: Strength could be maximum of 19 through age 21 or so. Max of 18 into mid 30's. Max o
  15. They had different views because then, a luxurious sedentary lifestyle was an all but unimaginable dream for the majority of people. Fat was a sign of being well off, and not having to work hard. Now, that's the norm, and having the time/money to buy healthy food and work out is a sign of success. So while some fat may have been considered attractive, that was exactly because it was not seen on the kind folks we're likely to be playing as in PE. Also, obesity was associated with gluttony and laziness practically since the beginning of time. When people say that fat was attractive, they're talk
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