General Maxson
Arcane
Will Fargo deliver, or will we be left with broken dreams after all this kickstarter craze finishes (i.e. the games come out)?
I don't think Gygax had anything to do with planescape - it was designed long after he had been forced out of TSR. Unless you mean the planes generally? I don't know too much of the history of that cosmology, but I think alot of it was also developed after he left TSR. Gygax was important, but the view of him as a genius incapable of doing wrong is called into question by his post-TSR output. See Cyborg Commando.
So much for fargo's love of turnbased.
Fucking RTwP crawling over all the incline.
That's some fucked up logic.Problem: Turn-based combat systems pretty much have to be complex, or they become boring and pointless.
If your game is going to have mostly simple, understated combat, real time is the way to go.
That's some fucked up logic.Problem: Turn-based combat systems pretty much have to be complex, or they become boring and pointless.
If your game is going to have mostly simple, understated combat, real time is the way to go.
In truth TB combat should avoid being overly complex because of the already time-consuming nature of taking turns.
Detailed mechanics are more fitting for a RT game. Unless people like a simple swordfight taking half an hour to resolve, making tactics pointless when you don't even remember what happened two turns ago.
If those moments exist then combat design has failed. Look at IE games with their retarded "rounds".the existence of those moments in combat where there are no interesting decisions to make
If those moments exist then combat design has failed. Look at IE games with their retarded "rounds".the existence of those moments in combat where there are no interesting decisions to make
Apart from the personal story, sound like every RPG PR made in the last decade...a fantastic, unconventional setting; memorable companions; deep thematic exploration of the human condition; heavy reactivity (i.e., choice and consequences); an intensely personal (rather than epic) story.
That's a fundamentally flawed approach to simulating a fight...If those moments exist then combat design has failed. Look at IE games with their retarded "rounds".the existence of those moments in combat where there are no interesting decisions to make
I disagree. If lulls in combat pass quickly and on their own, without bothering the player for input or demanding rote behavior from him, then there's nothing wrong with them. You don't always need to be engaged 100%.
Welcome to kickstarter RPGs? Gotta wait for the updates and such...until then it's just reassurance of how it'll be the best thing since the old game they are riding.Apart from the personal story, sound like every RPG PR made in the last decade...a fantastic, unconventional setting; memorable companions; deep thematic exploration of the human condition; heavy reactivity (i.e., choice and consequences); an intensely personal (rather than epic) story.
i feel i'm being ignored here
BUTi feel i'm being ignored here
That's because it's a retarded idea, leave TNO alone...