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The future of Role-Playing Games

Gahbreeil

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Therefore, BF1942 is an RPG.
By half of the equation, it is. If it had an experience system beside learning the game as well as dialogues it would be. For example choosing to go to France instead of Libya.
 

mondblut

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Is Call of Duty RPG? No, you play as a soldier and that's it. You can play as soldier medic or sniper but still you play as a soldier.

In every RPG you can play as adventurer warrior or adventurer wizard, but still you play as an adventurer.
 

Hag

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Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is.
Therefore, BF1942 is an RPG.
By half of the equation, it is. If it had an experience system beside learning the game as well as dialogues it would be. For example choosing to go to France instead of Libya.
Actually, there is !votemap and a chat so it is a RPG.
There is even a fully-fledged C&C since depending on your actions either the Axis or the Allies win at the end.
 

Gahbreeil

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Actually, there is !votemap and a chat so it is a RPG.
There is even a fully-fledged C&C since depending on your actions either the Axis or the Allies win at the end.
Not really. It isn't choice and consequence of the kind that RPG coined or established. Voting on a map and chat are multiplayer options.
-
I've forgotten to mention it in the first post but feel free to discuss the future of Role-Playing Games as well.
 

samuraigaiden

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RPG Wokedex
In Rock Band you can play as the guitarist, the drummer, the bass player, but you can't play as the syphilitic groupie with cum in her hair. If you think this means the game isn't a RPG, than clearly you want to play as the groupie, you degenerate.
 

Gahbreeil

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In Rock Band you can play as the guitarist, the drummer, the bass player, but you can't play as the syphilitic groupie with cum in her hair. If you think this means the game isn't a RPG, than clearly you want to play as the groupie, you degenerate.
:shitposting:
Do you even have a guitar controller? Having experience in Guitar Hero 3 and GH: World Tour I can tell you the Role-Playing is minimal because it is a music rhythm game. There is no dialogue. There is no theatrical role to play out and create. There is no squad in which you play out your role based on tactical combat. See? You can discuss theatrical roles - NOT - as clearly you have no understanding of what I'm talking about. Allow me to explain, pretending to be a musician is not affecting the video game to shape your character. Pretending would be LARPing.
1 - experience system with unlocks and shit was added in BF2
2 - it has dialogues between players, duh
Dialogues between players aren't dialogues. These are conversations. Point one, I agree that it is a step towards RPGs.
 

ProphetSword

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Okay, you've got an idea for a game. That's a start.

Now, for clarification, I just have a few questions:

1) What are the attributes you plan to use for the character?
2) In what way do these attributes affect the other systems in the game?
3) How are the attributes generated and what are their ranges?
4) How is health to be represented and in what manner can a character die?
5) In an inventory, how many items can a character carry?
6) In what way will the inventory be handled and how will a player manipulate it?
7) How will the inventory affect the weight of the character?
8) How many slots can be used for items that are worn?
9) What are these slots and how do they interact with each other?
10) In what way do items affect the attributes and skills of a character?
11) Can items be freely traded or will there be a system that prevents it?
12) What skills will each character have and how will they use those skills?
13) Is there a magic system, and if so, how does that work?
14) In what way would a character cast spells?
15) How many spells are there and how do they work and what do they do?
16) How does a character get better over time?
17) Does a character gain experience points or do they develop in some other way?
18) How are the dice calculations handled in the project?
19) If characters go up by levels or gain skill advances, what is the upper limit?
20) How will the dialogue system handle standard dialogue functions?
21) How will the system implement branching choices in dialogue?
22) Are there magical items in the game? If so, how many?
23) If there are magical items, how will the character identify what they are?
24) What method of resting does a character use and how often?
25) Does resting give any benefit to the character, such as healing them?
26) Can a character be attacked while they are resting?
27) What sort of enemies exist in the world and what are they?
28) During combat, exactly what advantage does using a shield provide to a combatant?
29) What damage do each of the weapons do when they hit their targets?
30) Are there advantages to different weapons in the game, and if so, what are they?
31) What is the benefit of the different armor types in the game?
32) Can you tell me what the different armor types are and how they affect movement?
33) What mundane items will a character find lying about the world?
34) Will there be interactive items in the environment?
35) If there are interactive items, how does the player interact with them and what do they do?
36) How many locations can the character explore during an average game?
37) In what way will they explore these locations and what will they expect to encounter?
38) When a character dies on their journey, does the game end or can they continue?
39) Can skills be contested by NPCs or do skills just work off a base target number?
40) How do characters avoid danger? Does the game use a saving throw system of some kind?
41) If there are saving throws, exactly what are they and how do they work?
42) How will the characters travel? By foot, by mount or by vehicle?
43) What deities exist in the world and how do they shape the religious beliefs of the NPCs?
44) Can a person who has died be brought back to life by magical or divine means?
45) What is the unit of wealth that is used in the game?
46) How does a unit of wealth affect the economy of an area?
47) Is there more than one type of unit of wealth, or is everything reduced to a single type?
48) Are there precious metals and gems in the world, and how do they alter the economy?
49) Does the game have an alignment or reputation system, and how does that work?
50) Does the game have a journal and how does it track player progress.


Whoops, ran out of time. I got about another hundred or so questions to ask. Let me know how you do with these.
 

Gahbreeil

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Okay, you've got an idea for a game. That's a start. Now, for clarification, I just have a few questions:
1) As stated within the design document, no attributes and only skills grouped into five.
2) Skills affect combat, work, movement, social skills, travel, health, sorcery, endurance, thirst and hunger, carrying weight.
3) As stated within 1), the range of skills is from oh or zero to a three hundred, buying points for amounts of experience.
4) Health is a bar of a 100 percent and a character might die from combat, thirst or hunger and tiredness. The characters can pass out out of tiredness or lack of sleep, they wake with half of their endurance after some time.
5) It wouldn't be based on slots like most RPGs have it, instead on the weight a character might carry.
6) A list of equipment and objects carried within the range. Through trade, crafting, dropping and picking up.
7) It will effectively not slow him down unless he or she is overencumbered and cannot move.
8) Two for hands, one for clothing, one for amour. Four slots for rings.
9) These are the items worn, clothing and armour affect the look of the character.
10) Items can be used based on skills as well as without the use of those. Rings help with some social contact as you explain your wealth. They can also be a conduit for sorceries. Plate armour gives minus points to dodging as does a two-handed weapon. And so on in a similar manner.
11) Items can be freely traded unless stolen goods are in question, in that case only thieves and people in other towns will buy those. Land deeds as well. It is true some characters will not want some items as they have no need for them. For example a blacksmith won't want food or cloth.
12) All of the skills present. In daily life and everything they do that can be affected by the skills.
13) There is sorcery which is basically unlimited. To use it a character thinks and something happens.
14) The same as using one of the attacks.
15) There is a wide array of sorceries. They work over time or instantenously. At someone or self. A fire lance can be cast instead of an attack and then it takes only a mere few seconds to cast an invisible shield of steel around self in a globe acting as if it is plate armour.
16) Through work including killing or defending one's self if you meant experience.
17) No, characters gain experience in amounts not of points but of numbers. From a single experience to copious amounts of it. I guess you can call these exp points yet I abstain from it. One experience is a thought. Experience thoughts?
18) Based on computing, hidden from the game screen which is meant to be immersive.
19) Skills are capped as previously mentioned at about a three hundred.
20) You pick topics out of lists or the eight pointed stars and there is no dialogue beside topics with descriptions. Would you explain this question further?
21) It will by topics being available instead of other topics based on the memory/journal system shared by all characters. If a character picks a rude topic, friendship will be lessened and less topics will be available.
22) There are artifacts, objects of fame. Sorcery can be bound into an object so yes.
23) No identification system. Only lore.
24) Sleeping every day or every second day by going to bed, sleeping on the ground or using a sleeping bag.
25) Endurance is regained. If one is bandaged then resting heals health.
26) Yes, it is possible. So locking your own door at night will be important.
27) Beasts, animals, humans, dwarves, draivad and graykin.
28) Armour just like the plate armour if the appropriate skill check succeeds.
29) Damage based on the dice rolled as well as the skills.
30) Are there advantages to different weapons in the game, and if so, what are they?
31) Plate armour and chainmail help characters stay alive. Leather is a commodity and helps only a bit.
32) Leather, chainmail and plate armour. Plate hinders dodging yet not movement.
33) Rations, drink and everything else a medieval world warrants.
34) Chairs, beds, a sword in a rock.
35) By clicking the third mouse button and using left click.
36) The game is a sandbox to cover about a twenty square miles and so quite a lot.
37) On foot or on horseback, in group or alone. Other characters.
38) Death means starting over from game start or a save game.
39) Skills affect characters and what they do and it is a contest of skills that affect only the character of self. Melee skills affect your damage and chance to hit, not your opponents dodge skill.
40) Yes.
41) Dodge, climbing, swimming. No dice rolling for poison and such things.
42) All three.
43) Only one or perhaps a whole pantheon.
44) No.
45) Silver coins or silvers.
46) It is the backbone of the economy as a hunter might barter with an innkeeper for drink and food in exchange for fresh meat. Yet a customer at a blacksmith will not obtain a sword for anything but coin.
47) Only silver coins.
48) Silver is the most common precious metal and is used for minting coin. Gold and gems are used for hoards and jewellery and so are a coveted good.
49) Within the game there is a range of Divinity and Humanity, the characters choose one over the other in their actions. The first is noble while the second is selfish. And so on.
50) There is a journal and within you store your quests, people you have met, places you have visited. Work you have.
 

Trithne

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1) As stated within the design document, no attributes and only skills grouped into five.
2) Skills affect combat, work, movement, social skills, travel, health, sorcery, endurance, thirst and hunger, carrying weight.
3) As stated within 1), the range of skills is from oh or zero to a three hundred, buying points for amounts of experience.
4) Health is a bar of a 100 percent and a character might die from combat, thirst or hunger and tiredness. The characters can pass out out of tiredness or lack of sleep, they wake with half of their endurance after some time.
5) It wouldn't be based on slots like most RPGs have it, instead on the weight a character might carry.

1. And those five are? What determines when a skill is invoked? How is a skill invoked?
2. You gotta break down how each of those subsystems work.
3. How much exp? And what does any given value represent? What should I expect a character to have in any given skill to reflect a common level of training? What would an apprentice have in a skill vs a master vs an untrained fool?
4.100 percent of what? You've said "Skills affect health" but with no explanation of how. What the fuck is endurance and how is it different from health?
5. Again, how do you get this weight limit value?


Your design is fine for the sort of thing I'd write on the back of a napkin to remind me to go and flesh out later. Where is the math? Game systems are a shitload of math, and you've provided fuck all actual numbers to your "system", its on the level of children inventing vague rules for their action figures in the sandpit.
 

ProphetSword

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I'm somehow not surprised that you missed the entire fucking point of my questions, which was to show you just how little game design you actually understand just from playing CRPGs. The fact that you can't give me answers in a concrete manner tells me that you have don't have a fucking clue what you're talking about.

Here...I responded to the first 15 answers you posted. After that, I started to lose the will to live and just gave up and stopped caring what you had to say...


1) As stated within the design document, no attributes and only skills grouped into five.

What skills and how are they grouped into five? Five what? What the hell kind of system is it?

2) Skills affect combat, work, movement, social skills, travel, health, sorcery, endurance, thirst and hunger, carrying weight.

Right. But how do they do it? What skill is related to carrying weight? What skill is related to hunger? Is there a "hunger" skill? Can I ramp it up to 300 and never eat?

3) As stated within 1), the range of skills is from oh or zero to a three hundred, buying points for amounts of experience.

How much experience? What do the numbers from 0-300 represent exactly? Why not 0-30000, if we're being so arbitrary.

4) Health is a bar of a 100 percent and a character might die from combat, thirst or hunger and tiredness. The characters can pass out out of tiredness or lack of sleep, they wake with half of their endurance after some time.

How is health determined? 100% is equal to what? How will the player know if you don't know?

5) It wouldn't be based on slots like most RPGs have it, instead on the weight a character might carry.

How much weight can a character carry? Do all characters have the same weight limit?

6) A list of equipment and objects carried within the range. Through trade, crafting, dropping and picking up.

Within the range of what?

7) It will effectively not slow him down unless he or she is overencumbered and cannot move.

At what point is a character over encumbered? How do you determine that without attributes?

8) Two for hands, one for clothing, one for amour. Four slots for rings.

Nothing for a helmet, cloak, or boots? Why four slots for rings? Why not 10?

9) These are the items worn, clothing and armour affect the look of the character.

Who cares about the look of the character? I asked how these items will interact with each other and with the character in general.

10) Items can be used based on skills as well as without the use of those. Rings help with some social contact as you explain your wealth. They can also be a conduit for sorceries. Plate armour gives minus points to dodging as does a two-handed weapon. And so on in a similar manner.

You explain this as though it makes a lick of sense, which it doesn't.

11) Items can be freely traded unless stolen goods are in question, in that case only thieves and people in other towns will buy those. Land deeds as well. It is true some characters will not want some items as they have no need for them. For example a blacksmith won't want food or cloth.

How will you denote which items have been stolen? Is there a reason that someone else would know that an item is stolen? Do they have the magical ability to detect that?

12) All of the skills present. In daily life and everything they do that can be affected by the skills.

That answer is complete fucking gibberish. Try again.

13) There is sorcery which is basically unlimited. To use it a character thinks and something happens.

How would you implement this in the game? For example, if I want my character to think that my enemy has a banana shoved up his ass, how would I make that a reality?

14) The same as using one of the attacks.

Right. Except you haven't explained how those are used at all.

15) There is a wide array of sorceries. They work over time or instantenously. At someone or self. A fire lance can be cast instead of an attack and then it takes only a mere few seconds to cast an invisible shield of steel around self in a globe acting as if it is plate armour.

You do realize that you aren't making a bit of sense, right?
 
Last edited:

Gahbreeil

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1. And those five are? What determines when a skill is invoked? How is a skill invoked?
2. You gotta break down how each of those subsystems work.
3. How much exp? And what does any given value represent? What should I expect a character to have in any given skill to reflect a common level of training? What would an apprentice have in a skill vs a master vs an untrained fool?
4. 100 percent of what? You've said "Skills affect health" but with no explanation of how. What the fuck is endurance and how is it different from health?
5. Again, how do you get this weight limit value?


Your design is fine for the sort of thing I'd write on the back of a napkin to remind me to go and flesh out later. Where is the math? Game systems are a shitload of math, and you've provided fuck all actual numbers to your "system", its on the level of children inventing vague rules for their action figures in the sandpit.
1. Strength, Agility, Endurance, Intellect, Sense. The programming and for example using a weapon.
2. Sure, thanks.
3. It operates on the range of three hundred, oh or zero being not capable of using the skill, three hundred being the master.
4. Of the bar of health. Skills affect health through slower detoriation for example. Endurance is tiredness from actions and the day continuing.
5. Based on your strength skills.

I am not a programmer, not a software developer. I am a designer. I cannot do the math when I know not what it is to be about.

I'm somehow not surprised that you missed the entire fucking point of my questions, which was to show you just how little game design you actually understand just from playing CRPGs. The fact that you can't give me answers in a concrete manner tells me that you have don't have a fucking clue what you're talking about.
Allow me to discuss what you're talking about.
What skills and how are they grouped into five? Five what? What the hell kind of system is it?
Did you read the design document on page seven?
Right. But how do they do it? What skill is related to carrying weight? What skill is related to hunger? Is there a "hunger" skill? Can I ramp it up to 300 and never eat?
Did you read the design document on page seven? Should I write down each particular skill? I am doing, if you've followed the thread you would know that by the progress I am making.
How much experience? What do the numbers from 0-300 represent exactly? Why not 0-30000, if we're being so arbitrary.
The range of not knowledged to fully knowledged. Not arbitrary at all.
How is health determined? 100% is equal to what? How will the player know if you don't know?
100% is equal to full health.
How much weight can a character carry? Do all characters have the same weight limit?
As answered and yes.
Within the range of what?
Of encumbrance.
At what point is a character over encumbered? How do you determine that without attributes?
Through realism and skills.
Nothing for a helmet, cloak, or boots? Why four slots for rings? Why not 10?
Cloaks and coats I might add in. Four is a good number. Ten would be difficult to wear.
Who cares about the look of the character? I asked how these items will interact with each other and with the character in general.
Did you read the design document on page seven? You asked how they affect the character.
You explain this as though it makes a lick of sense, which it doesn't.
Perhaps because it has eluded you.
How will you denote which items have been stolen? Is there a reason that someone else would know that an item is stolen? Do they have the magical ability to detect that?
I might have been a bit too quick on this one. However I imagined it this way to avoid the problem of the player not knowing that he cannot sell stolen goods and putting the guard on more tasks within the game.
That answer is complete fucking gibberish. Try again.
In combat, running, sneaking and so on.
How would you implement this in the game? For example, if I want my character to think that my enemy has a banana shoved up his ass, how would I make that a reality?
You have misunderstood. You see, an array of spells will be prepared.
Right. Except you haven't explained how those are used at all.
Did you read the design document on page seven?
You do realize that you aren't making a bit of sense, right?
 

Hag

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Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is.
The range of not knowledged to fully knowledged. Not arbitrary at all.
This thread is great and this is one of the greatest quotes I've had the pleasure to read in some time.

But more seriously Gahbreeil , on a range of not knowledged to fully knowledged, how would you rate your knowledge of RPGs ?
 

ProphetSword

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The range of not knowledged to fully knowledged. Not arbitrary at all.
This thread is great and this is one of the greatest quotes I've had the pleasure to read in some time.

But more seriously Gahbreeil , on a range of not knowledged to fully knowledged, how would you rate your knowledge of RPGs ?

Based on the answers given, I’d say he’s closer to oh, which I assume is a number somewhere between 0 and -1, which sounds about right.
 

Nortar

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Pathfinder: Wrath
Based on the answers given, I’d say he’s closer to oh, which I assume is a number somewhere between 0 and -1, which sounds about right.

Based on the avatar of an obviously retarded elf-girl, the manner of his posts, and the way a week old account uses Codex gifs, I'd say this is a troll (who knows his TA pretty well) alt in action.
:troll:
 

InSight

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Messages
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It is sensible to require the aid of other for reason of energy efficency; as it would take less energy for two men to carry a tree trunk then for one men alone, but coding is tedious and diffecult for many. you need to attempt coding a game yourself to give a measure of the load/diffeculty/weight you implore on your teammate.

learn on the examples of:
  • Blizzarrd on how they teamed up in university.
  • TIm Cain working alone on fallout and being helped by other in their free time for the payment of at least a pizza slice.
  • Styg lead maker of Underrail.
  • Cleve

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Group conversations should exist and it would be possible for up to five people to converse at the same time learning topics simultaneously while only one character would be able to speak at a time. This leads into gossip as characters passing by characters speaking could overhear snippets of information. Friendship would be lessened if a character decided to listen without taking precautions not to be found out.

You should scarp that feature. Until the day one on one dialog would be mastered and automated like rpg maker does, don't even consider it. creating the menu tree is a tedious process so a group would multiply the effort/time/energy x5 per how many such conversation are ingame. Use Neverwinter Nights(2002) module creation system to get a taste/gauge/measure the time//energy/skill required.
You can make a game base on this feature alone.
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Friendship and romance would work based on a scale of minus two hundred against two hundred. Points earned and lost through actions, gossip and conversations.
Why such a large degree of numbers?, what differences warrant such numbers?
How about thresholds instead.
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Do consider to not make it tedious, for the reason we find mundane acts such as walking and picking/touching pleasant is due the greater variety sense's provide. Dull/tedious/boring moments can be consider a torture on player side.
If do you would need to design/program/make and accelerated stats such as in "Expedition:Viking" camping scenes.
Believe-ability is a greater key ( is it possible in the world portrayed? can it happen there by its rule/physics/mechanics as in dragons are great threat than starter character wont be able to defeat them) since realism (as in it is possible/can happen in our world (as most viewed based on the 90's) should exclude the existence of monster as usually portrayed in VideoGames.

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Combat is a very important part of this sort of game and I have envisioned it this way: the left mouse button attacks the hostile target through an array of possible attacks.
reads as: you press a butten and an animation roulette plays.

For example slashing from the side opposite to the shield arm of the opponent, thrusting, perhaps a two-handed strike if a bastard weapon is used. The right mouse button is taken by possible interactions with a person, animal or monster, both dead and alive such as looking at, speaking to, thievery et cetera as of the project.
Counter intuitive for isometric. For the player to tell left/right or other side more easily a 1st person or 3rd perspective is required.
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revolutionised

you cant have revolutionary game(or claim one as such) without advancement in technology. most of what you describe would be minor (10-20% / x1.1-x1.2) instead of major(200%-300%) improvement.
Music such as in arcanum would not be possible without the advancement/revolution in technology/tools/craft that created violin cello and other musical instruments. https://youtu.be/M4lk10NNHYg. How do you intend to achieve it without the aid of a genius?

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I echo the need to play Kenshi while I have not played it, I know from Fluent's posts and the site my opinions are based (on gave it 5/5) that it is good. It will give you a framework to build on, a material image.

Based on some of your description, mount and blade share few similar aspect but in 1st/3rd Person view.

You have much better chance at having your game made(or some parts of it) if you just gave away all the info/lore/mechanics and hope some software programmer would take it up.
 

Gahbreeil

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Based on the avatar of an obviously retarded elf-girl, the manner of his posts, and the way a week old account uses Codex gifs, I'd say this is a troll (who knows his TA pretty well) alt in action.
An enslaved and mutilated woman is clearly a retard in your eyes. Understood. I'm not an alt though.
-
There will be an update coming in the weekend. Thank you all for your insight.
 

samuraigaiden

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Based on the answers given, I’d say he’s closer to oh, which I assume is a number somewhere between 0 and -1, which sounds about right.

Based on the avatar of an obviously retarded elf-girl, the manner of his posts, and the way a week old account uses Codex gifs, I'd say this is a troll (who knows his TA pretty well) alt in action.
:troll:

I suspect both Gahbreeil and InSight are Kruno alts. Either way, this is some very elaborate trolling.
 

agris

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Based on the answers given, I’d say he’s closer to oh, which I assume is a number somewhere between 0 and -1, which sounds about right.

Based on the avatar of an obviously retarded elf-girl, the manner of his posts, and the way a week old account uses Codex gifs, I'd say this is a troll (who knows his TA pretty well) alt in action.
:troll:

I suspect both Gahbreeil and InSight are Kruno alts. Either way, this is some very elaborate trolling.
Yes, but did you read the design document on page seven?
 

ProphetSword

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Monkey Island
Either way, this is some very elaborate trolling.

I'm still not 100% convinced that this isn't a person with severe delusions that they might actually be able to bring their golden project to life. Obviously, it will never happen. There are many reasons for this, but the main reason is this: Despite claiming to be a master at game design, Gahbreeil has proven to not even know the fundamentals...and also claimed that they shouldn't have to do math...which is essential to nearly any CRPG system you'd want to build.

If it is a troll, then it's a really good one.
 

Gahbreeil

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Feb 9, 2021
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Asarlaíocht
So Gahbreeil , what are the top 3 RPGs that inspire your RPG design? I'm trying to get a feel for what you envision and are going for here.
I don't have any inspirations in the design of this game except for life and fantasy books in general. If you want games that I like a lot you can go with Neverwinter Nights, Morrowind and Baldur's Gate. Or the Troika triple.
 
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