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About temporalTemptation

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    I like writing words that other people can read.

    Thankyou for reading this! ^_^


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  1. There was another discussion upon this topic a while back, in another section of the forums. This is what I had to say about it then: Looking back at it, I see little I disagree with, although I hasten to add that this is but one of many possible interpretations of the monk class. Some prefer to be more traditional with their monks, but I see the monk as a concept that has evolved in the fantasy RPG genre (like bards or paladins), one that has gone beyond its out-of-place pseudo-Shaolin origins.
  2. You know, it's funny, for as much as you want people to read what you have to say (why else write in purple?), it's pretty clear you read no more than three words of what I actually said. Either that or you're a humorless dolt. I fail to see how what I did was much different from what you did. You made a post parodying certain sorts of posts made on this forum, and I made a post parodying the sorts of replies that such posts often receive. I am at a loss for how that indicates that I didn't read what you had to say or that I am a "humorless dolt". Also, don't diss the purple (I alwa
  3. Ohmigawd! Honestly, requesting that the developers don't forget that certain people exist... that's pretty much the same as demanding that they do everything that you want. You're badgering them into caving into your ridiculous demands! That's not what this forum is about! There's literally no other place on this forum where people are making demands of their developers, or even making casual suggestions. Honestly, where do you get off being so demanding? Why can't you let the developers make their own game without influence from anyone else ever? Huh!? And to think... you want left-handed
  4. I think most quests should have multiple ways of solving them but certain quests will just be harder, if not impossible, to solve based on how you've acted or how you've built your character. However, it shouldn't come across as arbitrary, there should be a clear causal link between the way your characters are and the quest that they can't solve. That said, there should be enough ways of solving something so that it doesn't feel like you're forever sealing off solving certain quests every time you take an action. Also, on a personal note, I really like the idea of completely imposssible qu
  5. I want the maximum possible realism without taking away from the fun of actually playing it. That way, those that don't care about realism aren't adversely affected by its inclusion, and those that do care about it can then enjoy it, knowing that the areas that lack realism are acceptable breaks from reality. I'd also like to point out that talking about "realism", like it's one great big, homogenous thing seems a little silly. Realism is so broad it can be to do with anything from societies, to nature, to magic, to technology, to history, to character interaction, to geography, to pretty
  6. I'd like it, on two conditions. 1) It was based upon my interaction with them. It's not pre-scripted and it's not "oh, your alignment just dropped into Chaotic Evil, I will suddenly try and kill you now". It might be reasonable that the paladin would try to strike me down if I got too wicked, but other things should be factored into account, such as how amiable I appear to them, how charismatic I am, the friendship (or rivalry) I've built up with them, whether I've listened to their concerns or just shot them down whenever they've raised objections. 2) I'm given a chance to undo the da
  7. I would really like to know where some of you are getting your facts from because, from the looks of things, you're pulling all of them from out of your bum. From what I've gathered, lore-wise, healing (both magical and mundane) is going to be about as crude as it is in real life, maybe a little easier because of magic, but not as deeply researched. In other words, don't go expecting to stumble across someone doing open-heart surgery. In the context that the developers were talking about, healing means everything from curing diseases to closing wounds to ridding one's bodies of poisons and
  8. I love (and by love, I mean hate with a passion) how this has turned from "what cliches do you want to see mocked or averted" to a discussion on the relative merits of cliches. It's also amusing (read: annoying) how this discussion is being had without anyone bothering to define what a cliche is. Are we using cliche in a very broad sense? Are we referring to any trope at all? Or do we mean just a trite and over-used trope? I've got no dea; I've read through most of the posts here, and the exact definition of cliche seems to fluctuating wildly between "tropes that I don't like" and "anything ev
  9. I dislike the underlying implication that just because a setting is magical or fantastic, one can do whatever they want with it. Now, if one is saying that the fictional world has different laws and that, therefore, one can't expect it to be just like Earth, I can get behind that. In fact, I actively encourage that way of thinking. If I'm honest, I prefer fictional worlds with seven moons, nine seasons, eighty different kinds of fictional geological features and weather patterns. However, it still has to make sense. Even within the fictional world, it has to follow some kind of logic, you can'
  10. I have no problem with this. By which I mean, if the game had a companion who was younger, or newer to adventuring than I, I'd see no problem with the possibility that I could groom them, be their mentor, shape them with my advice. It would be fun to teach them about hope, justice, determination and all that crap; or to corrupt them and make them succumb to their rage. Or I could just go all Kreia on them and **** with their heads. That said, as with romance, this should be optional. Also, their personality shouldn't be compromised as a result, they should still be their own person; but I
  11. I can think of no in-story justification for why humans would be generic, whilst all others would essentially "like humans, but with this difference". In fact, I think that summarises why I dislike humans being portrayed as sort of a jack of all trades in fantasy RPGs, it encourages other races to be portrayed as gimmicky. Oh, they might be deep and complex, but they still feel cheaper because everything about them is compared to humans. All other races and cultures become "like human but X", which makes one wonder how these races see themselves, each other or humans. It appeals to our arr
  12. I was actually thinking about this earlier, though more in the sense of "monsters being used to explore the duality of body and soul" kind of way. Specifically, I was thinking of beings with bodies but no souls and beings with souls but no bodies. For the former, the undead were an obvious choice, animals being a less obvious choice (depends if they decide that only humanoids have souls or not). Another idea I had was the idea of a meat puppet, a homunculus, an artificial human. Created by magic to be a brand new humanoid creature, the mages who forged them couldn't find a way to give them
  13. I agree with this idea for the most part. It encourages roleplaying. I hate the temptation to do whatever people say because I know I'll be rewarded somehow. I want to be forced to feel like I'm doing it out of the goodness of my own heart rather than for experience, loot or a bit of additional gameplay. I want the moral decisions to be difficult, I want to see and feel that being good will be difficult, that people will try to take advantage of me and swindle me if I'm too nice, that there are actual rewards to strutting around, intimidating people into doing what I want. I want to feel like
  14. To answer what I see a monk as in terms of fluff and lore, one must first understand how I see the monk mechanically. It's an interesting class (and not just because it's inexplicably Eastern in an otherwise European setting) but because it seems to be a jack of all trades. Monks, as we all know, are masters of kung fu no matter what their origins. As well as being strong and tough, they're also nimble and able, have dexterity to match their strength, have an array of skills that stem from a similar source as their fighting abilities (hence why kung fu masters always get you to do chores befor
  15. I agree with a sentiment that seems to be commonplace here; that is, romance is fine but let me explore other forms of relationship too. Let me have a bromance with my fellow fighter, let me be the moral link that keeps the mage in place (or the moral poison that corrupts the paladin), let me be the straight man to the rogue's wisecracking shenanigans, let me be a rival in all things with the resident monk, and let me form a strong (yet platonic) bond with a memeber of the opposite sex, without the game assuming I'm trying to bang them.
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