Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Tags: Chronicles of Ny, The
<a href=http://www.rpgdot.com>RPG Dot</a> posted an <a href=http://www.rpgdot.com/index.php?hsaction=10053&ID=930>interview</a> with <b>David LaRocca</b>, founder of <a href=http://www.clownkeep.com>ClownKeep</a>, and <b>Bruce Muncher</b>, game writer and designer of <a href=http://www.clownkeep.com/ny_main.htm>The Chronicles of Ny</a>, a <i>turn-based game that can be <u>paused</u> to set up attacks</i>.
<br>
<br>
<blockquote><i>Finally, your press release says you want to “bring back roleplayingâ€. What does this mean to you? How will TCoN achieve this?</i>
<br>
<br>
Bruce: In this world you are interacting with the party members as much as with the world around you. In every game I have seen or played, the other people that are not played by a real person are very cardboard. They are either opponents, information sources, or tools to be used. Instead of adding party member to your group like you would the latest and greatest weapon you find, they will be people that travel with you. Some people that you take in might not fit for a variety or reasons, but you won’t know until you talk with and adventure with them. Your control of them is through your dialogue and effectiveness of leadership. Your control of them will be through dialogue and not point and click. There will be easily accessible and tailor made commands that you have, but some people don’t listen well or just have their own ideas about how to accomplish things. Getting the right mix for your style of play will be important. Do you like a group that goes in like gangbusters and kill anything that moves or maybe or more subtle or magical approach suits you. Maybe some have great skills but are hard to manage, can you adapt to their style? You’re in charge of who comes and goes, but once they’re in can you forge them into an adventuring party that will become a legend?</blockquote> Easier said then done, but I'll be curious to see what they would come up with.
<br>
<br>
<a href=http://www.rpgdot.com>RPG Dot</a> posted an <a href=http://www.rpgdot.com/index.php?hsaction=10053&ID=930>interview</a> with <b>David LaRocca</b>, founder of <a href=http://www.clownkeep.com>ClownKeep</a>, and <b>Bruce Muncher</b>, game writer and designer of <a href=http://www.clownkeep.com/ny_main.htm>The Chronicles of Ny</a>, a <i>turn-based game that can be <u>paused</u> to set up attacks</i>.
<br>
<br>
<blockquote><i>Finally, your press release says you want to “bring back roleplayingâ€. What does this mean to you? How will TCoN achieve this?</i>
<br>
<br>
Bruce: In this world you are interacting with the party members as much as with the world around you. In every game I have seen or played, the other people that are not played by a real person are very cardboard. They are either opponents, information sources, or tools to be used. Instead of adding party member to your group like you would the latest and greatest weapon you find, they will be people that travel with you. Some people that you take in might not fit for a variety or reasons, but you won’t know until you talk with and adventure with them. Your control of them is through your dialogue and effectiveness of leadership. Your control of them will be through dialogue and not point and click. There will be easily accessible and tailor made commands that you have, but some people don’t listen well or just have their own ideas about how to accomplish things. Getting the right mix for your style of play will be important. Do you like a group that goes in like gangbusters and kill anything that moves or maybe or more subtle or magical approach suits you. Maybe some have great skills but are hard to manage, can you adapt to their style? You’re in charge of who comes and goes, but once they’re in can you forge them into an adventuring party that will become a legend?</blockquote> Easier said then done, but I'll be curious to see what they would come up with.
<br>
<br>