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Showing results for tags 'mechanicsroleplaying'.
My ongoing peeve with Reputation gain (i.e. the pre-defined meaning and intention of conversation options) vs what I actually intended the option to mean. Currently, in PoE(2), the reputation system is, as in most (all?) other games, static. You choose Conversation Option A, and it has already been given a meaning by the writers/devs, no matter what meaning you and your PC may put in it. Example: In BoW, I convinced Neriscyrlas to find respite and release herself to the Void. My PC (paladin, dimplomatic, good) took this direction with the best intentions, since there's no option to r
This one might be a little goofy, but here goes: I love the nonlethal approach. I explicitly try to kill as few things as I possibly can whenever I have a realistic nonlethal option for dispatching enemies in games, and I feel the highest vindication whenever the game, world or characters reacts to those actions. These options are common across many shooter/FPS hybrids--Deus Ex, Dishonored, Alpha Protocol, etc. But after recently finishing Dishonored it occurred to me that I'd never seen this option in any Infinity Engine RPGs or really any pure Western RPGs that I could think of a