Prime Junta
Guest
Sawyer doesn't make things up on the spot.
Then he's a worse GM than I thought.
Sawyer doesn't make things up on the spot.
That's still not "cosmic logic" or anything even close to it. It also suffers from the basic problem of the Tides: it's pretty hard to intuitively grasp what kinds of actions are attuned to which type of tide or tides.
Sawyer doesn't make things up on the spot.
Then he's a worse GM than I thought.
im just picturing prime junta at the numenera gaming table screaming at the DM over his worldbuilding
Huh...Fate Unlock Code
You've spent one whole year on the Codex. Now post about it and get banned.
I also feel that T:ToN is held back by Monte's insistence that none of the past may be revealed or explained
It was pure bullshit, playing the game we learn that Adra is like this super-material made of souls that the ancients used to build magical apparatus and a fucking colossus. Stuff made with Adra is extremely resistant and green:But this change nothing in lack of logic in adra-ruins and adra-this and adra-that, adra here adra there adra everywhere.
Looks like crutch nothing more.
Good, fear keeps you on your toes. It's like playing a game with permadeth.I'm working on a game project and everytime I'm drawing out some architecture thoughts of the Pillars half-arches and the Numa-Circus cobblestones has me breaking out into a cold sweat, wondering what I might be overlooking or what I don't know about how things actually work, what is fodder for future Codex scorn, sending me into a spiral of reference image googling seeking historical justification for what I'm making
I'm working on a game project and everytime I'm drawing out some architecture thoughts of the Pillars half-arches and the Numa-Circus cobblestones has me breaking out into a cold sweat, wondering what I might be overlooking or what I don't know about how things actually work, what is fodder for future Codex scorn, sending me into a spiral of reference image googling seeking historical justification for what I'm making
I'm working on a game project and everytime I'm drawing out some architecture thoughts of the Pillars half-arches and the Numa-Circus cobblestones has me breaking out into a cold sweat, wondering what I might be overlooking or what I don't know about how things actually work, what is fodder for future Codex scorn, sending me into a spiral of reference image googling seeking historical justification for what I'm making
I'm working on a game project and everytime I'm drawing out some architecture thoughts of the Pillars half-arches and the Numa-Circus cobblestones has me breaking out into a cold sweat, wondering what I might be overlooking or what I don't know about how things actually work, what is fodder for future Codex scorn, sending me into a spiral of reference image googling seeking historical justification for what I'm making
I also feel that T:ToN is held back by Monte's insistence that none of the past may be revealed or explained
Has he actually said this? If so... ugh.
I like the idea of the technological junk of past civilizations and all, but a world in which none of the old tech can be explained is fundamentally irrational and anti-humanist. Might as well just call the tech magic and the old civilizations gods since there's no functional difference if the humans of Numenera's world are stuck in a perpetual state of ignorance.
Correct me if I'm wrong, Prime Junta, but I think it would be permissible to explain the functionality of specific technological artifacts on a piecemeal basis. It's only the full context of past civilizations that you can't reveal.
But maybe there is still hope for the game right? I was sure from day 1 that it won't be a mach for PS:T but maybe it will be at least more interesting then Pillars of Eternity. I don't want a weird game for the sake of being weird I do like what I have seen so far in the Beta thought.
That approach will likely add a lot of time to your gamedev cycle without adding a lot of quality. Someone is always going to find flaws in your game, what's important is being able to iterate when such feedback comes in. Fail early, fail often is key to gamedev. RPGs, especially great ones, are too complex to try to plan and account for everything.I'm working on a game project and everytime I'm drawing out some architecture thoughts of the Pillars half-arches and the Numa-Circus cobblestones has me breaking out into a cold sweat, wondering what I might be overlooking or what I don't know about how things actually work, what is fodder for future Codex scorn, sending me into a spiral of reference image googling seeking historical justification for what I'm making
You forgot Wasteland 2's unrealistic european railroad car model.I'm working on a game project and everytime I'm drawing out some architecture thoughts of the Pillars half-arches and the Numa-Circus cobblestones has me breaking out into a cold sweat, wondering what I might be overlooking or what I don't know about how things actually work, what is fodder for future Codex scorn, sending me into a spiral of reference image googling seeking historical justification for what I'm making