adamantyr
Arcane
I definitely took the "Explore and find out" mantra seriously in my design. I didn't leave the player completely unable to determine mechanics, though.
There are spells and items that will give you the monster statistics. Items can be examined for their properties as well. I tried to avoid the "copper sword" to "super mega heroic sword of awesomeness" scaling that a lot of CRPG's employed, instead using properties like a flaming sword doing fire damage in addition to piercing and slashing.
Sure, I could have thrown all this out in a manual. But where's the fun in that? Heck, then someone who wants to write up a guide or charts can do so and post them online. There's already some stuff up at GameFAQ's, and I'm incredibly happy I wasn't the one who had to put it up!
It's making me wonder if I should put out a hint guide or not, in fact. And what form it should take, a strong narrative style like the Ultima ones, or a practical no-nonsense one like Avernum?
There are spells and items that will give you the monster statistics. Items can be examined for their properties as well. I tried to avoid the "copper sword" to "super mega heroic sword of awesomeness" scaling that a lot of CRPG's employed, instead using properties like a flaming sword doing fire damage in addition to piercing and slashing.
Sure, I could have thrown all this out in a manual. But where's the fun in that? Heck, then someone who wants to write up a guide or charts can do so and post them online. There's already some stuff up at GameFAQ's, and I'm incredibly happy I wasn't the one who had to put it up!
It's making me wonder if I should put out a hint guide or not, in fact. And what form it should take, a strong narrative style like the Ultima ones, or a practical no-nonsense one like Avernum?