Greyhawk: Temple of Elemental Evil Interview at HomeLanFed
Greyhawk: Temple of Elemental Evil Interview at HomeLanFed
Game News - posted by Mistress on Thu 16 January 2003, 15:19:58
Tags: Temple of Elemental Evil; Tim Cain; Troika GamesHomeLanFed have posted an interview with Tim Cain of Troika about the upcoming title, Greyhawk: Temple of Elemental Evil.
Here's a couple of tasters:
HomeLAN - What are some of the difficulties in adapting this module to make it a fun and deep PC title?
Tim Cain - At its heart, ToEE seems to be a standard dungeon crawl. But when you read it carefully, you realize that many of the NPC's have substantial histories, with explanations on why they came to the area and what they do there. Our job was to convert these hundreds of NPC stories into rich dialogs and quests, while keeping a strong storyline to carry the player character's through the main plot. In many ways, using 3E rules helped a lot, since we used the skills and feats as a guideline for converting the module. For example, we have the skill Sense MOtive, so we had to identify every NPC who would try to lie to the player and write their dialogs with checks against that skill, including determining the results of you exposing their lies. These myriad skill, feat and class ability checks make for very deep game play.
HomeLAN - How will combat be handled in the game?
Tim Cain - We are keeping our D&D 3E combat turn-based, as it was meant to be. We are following the combat rules very closely, so characters get their turns in initiative-order and pick which actions they want to take on their turn. We are supporting the 3E rules for moving, for attacks of opportunity, for combat feats like Cleave and Whirlwhind Attack, etc. Basically, if you know the D&D 3E rules, you will have nothing new to learn in our game.
Spotted over at RPGDot
Here's a couple of tasters:
HomeLAN - What are some of the difficulties in adapting this module to make it a fun and deep PC title?
Tim Cain - At its heart, ToEE seems to be a standard dungeon crawl. But when you read it carefully, you realize that many of the NPC's have substantial histories, with explanations on why they came to the area and what they do there. Our job was to convert these hundreds of NPC stories into rich dialogs and quests, while keeping a strong storyline to carry the player character's through the main plot. In many ways, using 3E rules helped a lot, since we used the skills and feats as a guideline for converting the module. For example, we have the skill Sense MOtive, so we had to identify every NPC who would try to lie to the player and write their dialogs with checks against that skill, including determining the results of you exposing their lies. These myriad skill, feat and class ability checks make for very deep game play.
HomeLAN - How will combat be handled in the game?
Tim Cain - We are keeping our D&D 3E combat turn-based, as it was meant to be. We are following the combat rules very closely, so characters get their turns in initiative-order and pick which actions they want to take on their turn. We are supporting the 3E rules for moving, for attacks of opportunity, for combat feats like Cleave and Whirlwhind Attack, etc. Basically, if you know the D&D 3E rules, you will have nothing new to learn in our game.
Spotted over at RPGDot
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