Search the Community
Showing results for tags 'wilderness'.
I believe we've discussed this issue indirectly before, but I wanted to make a poll about it. This may seem like a small thing, but I think it's things like this that greatly determine the overall "feel" of the setting (comfortable, uncertain, risky, etc.). Keep in mind this only applies to the overworld; there could be hidden entrances to dungeons in areas considered "safe". Obviously this kind of thing would vary a bit from town to town depending on where they were located (ex. on the frontier, or in the heartland of a political state), but I still think that many RPGs demonstrate a pattern
JFSOCC posted a topic in Pillars of Eternity: General Discussion (NO SPOILERS)OK, I worked on this quite a bit, and I'm a bit nervous to throw it out there, but here goes. *note, I will be using some DnD terms, but naturally these would be different ingame. Premise: Of all the RPG games I’ve played, many have failed to deliver on the exploration elements in the wilderness, relying on set-pieces and tedious random encounters. Going into the wilderness, if at all possible, consisted of ticking off certain boxes “quest complete” and moving on to the next area. This leads to the wild areas to be empty of meaningful content pretty quickly, except for said random enc