Tags: Knights of the Chalice
<p>Newsposting machine VentilatorofDoom caught up with developer Pierre Begue to find out his thoughts since the release of <a href="http://www.heroicfantasygames.com/" target="_blank"><strong>Knights of the Chalice</strong></a>.</p>
<p style="padding-left: 30px;">5. In contrast to most of today's RPGs you didn't include skills and skill dependent non-combat gameplay. Different skills are typically a prerequisite for alternate quest solutions, the handling of specific situations (diplomatic, combat, stealth etc.) and the like. What's your stance on that?<br /><br />I am totally in favour of having distinct solutions to quests, but as a designer I prefer to leave it to the player to decide what course of action he would rather take. In other words, I am not in favour of leaving out options to bluff, lie, tell the truth, intimidate, or be diplomatic at any point just because a character lacks points in one skill or another. Now it may well be that you need to perform a skill check to see if the bluff or diplomacy was successful, but you could instead make a check based on one of the character's main abilities (Charisma, Wisdom, etc). So I don't see skills as essential to the system.<br />Furthermore, in my opinion, it's much more important and interesting for a CRPG to provide a few options with distinct follow-up outcomes, than a lot of options all leading to the same outcome (even if they go through a different skill check).</p>
<p><a href="http://www.rpgcodex.net/content.php?id=199">Read the full interview</a></p>
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<p>Newsposting machine VentilatorofDoom caught up with developer Pierre Begue to find out his thoughts since the release of <a href="http://www.heroicfantasygames.com/" target="_blank"><strong>Knights of the Chalice</strong></a>.</p>
<p style="padding-left: 30px;">5. In contrast to most of today's RPGs you didn't include skills and skill dependent non-combat gameplay. Different skills are typically a prerequisite for alternate quest solutions, the handling of specific situations (diplomatic, combat, stealth etc.) and the like. What's your stance on that?<br /><br />I am totally in favour of having distinct solutions to quests, but as a designer I prefer to leave it to the player to decide what course of action he would rather take. In other words, I am not in favour of leaving out options to bluff, lie, tell the truth, intimidate, or be diplomatic at any point just because a character lacks points in one skill or another. Now it may well be that you need to perform a skill check to see if the bluff or diplomacy was successful, but you could instead make a check based on one of the character's main abilities (Charisma, Wisdom, etc). So I don't see skills as essential to the system.<br />Furthermore, in my opinion, it's much more important and interesting for a CRPG to provide a few options with distinct follow-up outcomes, than a lot of options all leading to the same outcome (even if they go through a different skill check).</p>
<p><a href="http://www.rpgcodex.net/content.php?id=199">Read the full interview</a></p>
<p> </p>
<p> </p>