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Diogo Ribeiro

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Posts posted by Diogo Ribeiro

  1. (With sincerest apologies to Monte Carlo if he sees where this is going)

     

    Not exactly sure this should go here but since it concerns D&D 3.5, it's perhaps better suited. If not, I'd appreciate if a moderator pointed me in the right direction.

     

    So, there's this guy who thinks big and does mediocre. Short story, I'm planning a bit of the ol' adventure creation routine but need a bit of D&D lore. While I could do without specific places and certain concepts, I was aiming for some measure of adherence to the realms themselves and something that's possible within the scope of the rules.

     

    The adventure is meant to take place on a remote island that acts as a magical magnet of sorts; anyone using the slightest spell within a certain radius is instantly teleported to the island without any means of escape; teleportation spells would just fizzle or place PC within the island's confines. Among its jagged cliffs stands an obsidian tower, which the PCs need to explore if they hope to find the means to leave the place. Now, what I'm looking for exactly are some FR places where such an island could be located; I could say it's a hundred miles off the Sword Coast or somesuch, but I was looking for places where an island with this kind of magical properties wouldn't be too out of place. Plus, I was wondering if there is something more convincing than "magical magnet", both to explain the peculiarities of the island in regards to magic as well as to come up with reasonable explanations on how such an effect could be bypassed or completely dispelled. Could a device affect the tower? Could a series of incantations do it? If the means to deactivate it are too complex for non-spellcasters, what could be a good alternative - runes for mechanical devices, maybe?

     

    Note that I'm not asking for story hooks that explain the island or the tower, its possible inhabitants or even how the players get there - just for some good, old fashioned D&D "rules lawyerism" that explains something like this.

  2. Had my hopes of buying a new PC dashed because of other financial priorities.

     

    Had to watch two of my family members come down with a nervous breakdown.

     

    Had my registration over at Mistress' Lair rejected for some reason.

     

    Had my Hordes of the Underdark save corrupted, for no apparent reason.

     

    My laptop's battery died on me, taking with it a 20 page design document for a NWN module.

     

    Had an argument with the girlfriend.

     

     

     

    Some days, it's just not worth it.

  3. ToEE used turn-based combat, considerably faithful rule implementations, and even adapted an actual WoTC adventure. It also didn't felt anything like Pen and Paper.

     

    I think that Atari could quickly turn around a really good D&D game by building on the ToEE engine and having the developer make the world more immersive, less predictable and more responsive to the player party's actions. Such a game would be for players that are more interested in turn-based combat as opposed to the NWN style combat.

     

    See taks' response. He understood what I meant just fine. Pen and Paper != Dungeons and Dragons.

  4. Llyranor is pretty much correct. If you don't have time to spare and don't care all that much about fancy area creation then NWN1 is probably a better bet. However, as someone who never modded before, had no idea about anything basically, I could still get into NWN2 modding via using some of the excellent tutorials on the Neverwinter Vault.

    The supposed complexity of NWN2 is *really* overrated I think, it simply takes longer to create the mods because of the increased powah (mostly due to more possibilities in area creation).

     

    There are definetely people still playing NWN1, no doubt about it. However, it might be harder to make a "splash" if you release a single player mod nowadays.

     

    It would probably be a "thud", then, seeing as I was aiming for a series of SP mods.

  5. Thanks Diogo. I guess I'm gonna pick up Metroid sometime as well. It just gives me these System Shock 1 vibes...

     

    You're welcome :) But keep in mind Metroid Prime operates on a different level. The main similarites are being stranded on a god forsaken place, alone and against impossible odds. Both games require you to explore them and deal with entities in them, but at its core, MP is primarily an action game which requires more of your trigger finger and willingness to explore its confines in search of clues and new abilities. I think it's a good game, and one of the Gamecube's finest, but if you're not very familiar with it, I'd suggest looking around for some info and possibly gameplay videos to get a feel of what you should expect.

  6. Since I'm out of a gaming PC at the moment, my laptop can only run NWN in this strange Silver Surfer mode. I'm fine with that, though; I always thought Norrin Radd to be one of Stan Lee's finest creations, but having almost everyone like that gets jarring after a while. And as I'm *finally* getting to play Hordes of the Underdark to great lenghts, I'm wondering... Anyone here tried both editors in NWN and NWN2? Which is easier to work with? Some of the mod ideas I had are much closer to completion than before, but I don't think anyone would still play NWN mods when NWN2 seems to do it all much better.

  7. If you enjoy the series as a whole or just zombie shooting in general, Resident Evil Zero is a good enough choice. The peripheral curiosity on this one is the ability to switch between two characters for some co-op action and puzzle solving. All else is standard RE fare, with a bit more of a survival angle since item chests are gone, and you have to decide what items you should carry, discard and trade with your partner.

     

    If you think that Zelda would qualify as childish then I pity your mortal soul, but passing on Wind Waker is a crime. Probably the best in the series, in part thanks to pretty much being the only Zelda to capture Myamoto's childlike dreams of exploration and wonder. A bit on the easy side, unfortunately, but charming if you're into it. And if you think it's childish, you might want to forget games like Pikmin and Paper Mario, but it's your loss.

     

    Other than Eternal Darkness: Sanity's Requiem - quite good, and if you're willing to accept some of the contrived sanity effects it gets better - I'd recommend the following:

     

    Metroid Prime - If you don't know about the series, it shares the same design principles as Zelda in regards to action and exploration, except you get a female bounty hunter clad in a space suit instead of a boy dressed as a fairy. While it's no Bioshock, it's still a top notch example of storytelling through player interactions and experiences. The sequel felt a bit more repetitive and not as interesting as the first, but still worth a go if you enjoy Prime.

     

    Freedom Fighters - Campy, B-movie styled squad shooter. The Soviet Union grows unchecked past World War II and invades the old red, white, and blue. That's the lulz bit, so we're left with gameplay. It might seem like an average game at first - and unfortunately, there's something about it that never quite rises up to greatness - but the squad controls are very intuitive and the action is mostly non-stop. Basically, if GTA's world was smaller and more hedged in, focused on urban warfare and let you always keep a gang of fighters with you, this is how it would play.

     

    007: Everything or Nothing - While most of them tend to be crap, it's actually one of the better Bond games. A good number of gadgets, fairly good use of cover, varied levels (about 30, if I remember correctly), and if you have an extra controller and a friend about, it's got some deathmacth thrown in as well.

     

    Beyond Good and Evil - If you haven't played it on PC or other consoles, get it as soon as possible. One of the best adventure titles in recent years, with impeccable character design, actually good story and fairly seamless racing, action and adventure segments. You'll thank me later as merely buying a copy saves your soul from eternal damnation.

     

    Ikaruga - Wonderful Treasure madness and fun in form of a deceptively simple shmup. You control a ship that can switch between white and black sides. One side is immune to bullets of its own color, and damages ships of the opposite color twice as much. You need to quickly adapt to the enemy waves, trying to balance out protection and killing enemies as fast as possible. If you want to forget all my other recomendations, at least get this one. And BG&E. But this is a must have.

     

    Metal Gear Solid: The Twin Snakes - Reworked version of the original action/sneaking/emo MGS with some gameplay addition from MGS2, like hiding bodies in lockers. While it remains the same good old Snake with better graphics and nice bonuses, some of the cinematics are terribly overproduced to the point of parody. But if you can live with Snake blowing up a tank by flawlessly throwing a grenade through its piece a few meters away, then the rest won't bother you.

     

    Prince of Persia - all three of them were released for the Cube and sport better graphics than the PS2 version, at least. All else is virtually the same.

     

    Star Wars: Jedi Knight 2: Jedi Outcast - Still one of the better SW games ever. But only play this if you never touched the PC version.

     

    Viewtiful Joe - Both this and the sequel are great weird'em ups dressed as action platformers with combo systems, comic book visuals and frantic combat. Capcom at their finest. Just stay away from Red Hot Rumble.

     

    I wish I could recommend you some racing games, but those were never my forte. Maybe someone else can, though.

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