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Interview ToEE Q&A thingy at RPG Vault

Saint_Proverbius

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Tags: Steve Moret; Temple of Elemental Evil; Troika Games

<a href="http://rpgvault.ign.com/">RPG Vault</a> has posted another <A href="http://rpgvault.ign.com/articles/392/392152p1.html">shotgun Q&A</a>, but this time it's with the guys over at <A href="http://www.troikagames.com">Troika</a> about <A href="http://www.troikagames.com/toee.htm">Temple of Elemental Evil</a>. Here's the question and the answer from <b>Steve Moret</b>:
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<blockquote><b>Jonric: Speaking as a gamer, what are a couple of things you find particularly interesting, memorable or otherwise noteworthy about the Greyhawk campaign world in general or the Temple of Elemental Evil module in particular?
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Steve Moret
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Lead Programmer</b>
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I like the Greyhawk campaign world, and specifically how it pertains to Temple of Elemental Evil because of the level of social realism that Gygax loved to portray. The cities were filled with poor country bumpkins with no money whose only family treasure was buried in the backyard. "Please don't steal it," they would pray with futility. Fact of the matter is, only pansy lawful good parties didn't rob everybody blind.
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This fits in with the Troika style of multiple-path RPG so well. I think often in Temple of Elemental Evil, you will find yourself pondering, should I do X and benefit and be responsible while Y suffers, or should I just let Z happen and the whole world is in a bad situation. The fun part for me is finding out what W is, a solution that makes the best out of everything.</blockquote>
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So, <b>Steve</b>, in case you're watching, where's the multiplayer patch for <a href="http://www.arcanum1.com">Arcanum</a>?
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Spotted this at <A href="http://www.ve3d.com">VoodooExtreme</a>.
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EEVIAC

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I went and read that article, then came back to quote Steve's last paragraph (pertaining to the w, x, y, and z of gaming) and found it had already been quoted. It was the one comment that stood out for me above everything else. It should be tatooed onto the back of RPG dev's hands!!!

All actions incurr consequences and responsibilities - to have that divorced from a game ruins the suspension of disbelief.

The cities were filled with poor country bumpkins with no money whose only family treasure was buried in the backyard. "Please don't steal it," they would pray with futility. Fact of the matter is, only pansy lawful good parties didn't rob everybody blind.

If NWN had people in building's, guarding their paltry life-savings and begging the stranger with the sword that's just broken into their house to "Please don't steal it" "I'm poor I'm old!" - loot would have been much more satisfying. It also open up opportunites and potentialities, such as convincing the befuddled lady that she is actually a criminal, you're from the police, and you've come to take her to her public execution. But you'll take a bribe. She needs to leave town immeadiately. The old bird grabs her half dozen rusty cans and moves out. Later on you can save her from a pack of hungry dogs and return her to town for more loot and a reputation as a guardian of the elderly. :twisted:

Call me crazy, but that's the kind of role playing experience I expect from a role playing game in the third millenia.
 

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