Official Codex Discord Server

  1. Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.
    Dismiss Notice

Interview Devil Whiskey interview

Discussion in 'RPG News & Content' started by Saint_Proverbius, Oct 1, 2003.

  1. Saint_Proverbius Arcane Patron

    Saint_Proverbius
    Joined:
    Jun 16, 2002
    Messages:
    11,190
    Location:
    Behind you.
    Tags: Devil Whiskey; Shifting Suns Studios

    <b>Justin Binns</b> of <a href="http://www.shifting-suns.com/">Shifting Suns</a> has taken the time to <A href="http://www.rpgcodex.com/content.php?id=76">answer some questions</a> about <a href="http://www.devilwhiskey.com/">Devil Whiskey</a>. Here's a bit on the <i>old school character creation</i> thing:
    <br>
    <br>
    <blockquote><i>3.) Some of the mechanics of Devil Whiskey seems to limit the character creation of a party. For example, you have to roll up your attributes and only then can you select a class based on those attributes. Is there any reason why you stuck with this type of creation system over one that allowed a less restrictive manner of creation?</i>
    <br>
    <br>
    When we set out on this project, our goal was to create a game in homage to the great old RPG's of the late 80's. In keeping with that goal, we made design decisions that would lead to a similar experience. We believe that part of what made those old games so great *were* their limitations. If you're not worried about spending 20 hours creating a character, because the system is so thoroughly dynamic that you can tweak anything and there are 1000's of options, you can move on to play the rest of the game more quickly. Not only that, but many of us have a heritage in the old books-and-dice RPG's as well, and many of them (particularly the old favorites) work in the style described - you roll your stats, and based on those, you have certain options.</blockquote>
    <br>
    <br>
    That's funny, because I did that once as a DM. I made the players roll their character attributes first, then pick a class based on what they rolled, instead of the other way around.
     
    ^ Top  

(buying stuff via the above buttons helps us pay the hosting bills, thanks!)