Crooked Bee
(no longer) a wide-wandering bee
You sound a bit weird then
Well, to me it's definitely more weird to enjoy a nerdy circlejerk storyfaggotry of dubious quality than to actually explore the mechanics, but to each his/her own.
You sound a bit weird then
Maybe, but the first part of meltdown's opposition sounds boring and/or stupid to me, while the second sounds like something I always enjoy and look forward to.
Is allowing the PC to choose the starting position/situation for certain fights on the table? I think it'd add a lot if your skills/stats played a role in where/how you initiate combat. For instance, a character with high sneak would have a chance to start in a more advantageous position, while a ranged character could opt to stand further back from the main fight itself.Or they could burrow under the ground and pop out like zerglings. Or shoot from the windows wild west style.
Let's try to remember, however, that it's an RPG and only so much is possible in general and Torque in particular.
You sound a bit weird then
Well, to me it's definitely more weird to enjoy a nerdy circlejerk storyfaggotry of dubious quality than to actually explore the mechanics, but to each his/her own.
saying you don't enjoy things that are described as basically being enjoyable, is a bit weird
I am very angry about how other people choose to have fun.
Why?What the hell what? You need a small, easily concealable dagger to kill people in dialogues.
What about the surprise attack on the Raider Camp when you go there to rescue the noble with the assistance of the thief's guild?Or they could burrow under the ground and pop out like zerglings. Or shoot from the windows wild west style.
Let's try to remember, however, that it's an RPG and only so much is possible in general and Torque in particular.
Personally, I find overcoming challenges through creativity and quick wit on the spot much more fun than anything that a computer game can offer. Computer games can be a lot of fun, trying to put together what the designer is hinting you, finding details of a carefully construed world, mastering a mechanical system until you can put together really powerful characters. all of this is great! But P&P games aren't below computer games in any of these categories. But on the other side, they offer a possibility for creativity to figure in each of these things that computer games simply can't match.
Darth, I understand that you don't like the game. It's your right. I didn't expect everyone to like it and I knew that some design decisions will rub some people the wrong way. Why attack me though as if I owe you money?B-but, they do exactly that if you hire the thieves to get rid of the raiders
No.Is allowing the PC to choose the starting position/situation for certain fights on the table?
boring and/or stupid to me
>Make a bear character in D&D 3.5
>DM laughs
>Make bear a rogue, put every point I can into disguise
>Prestige class as a spy to get more disguise
>DM says I can't speak english
>Max out bluff
>By growling and gesturing, I can fake speaking a language I don't speak (english)
>use money to hire a butler NPC
>Give him magical item to let him speak bear
"GROWWWWWL"
"An excellent suggestion, Mister Bearington. We really should ask the group to investigate the Black Marsh
>Over the course of the game, be knighted as Sir Bearington
>Queen holds a dinner in my honor.
>A guest becomes the first man to ever make a perception check that can beat my disguise
>Shouts out loud
"HEY, THAT GUY'S NOT A GUY, HE'S JUST A BEAR!"
>Man is escorted out of the castle while the guards apologise profusely for the indignity
"We're so sorry, Sir Bearington, very sorry for this man's behavior"
"ROAR" *shrug*
>DMing for friends, they're all new to DnD
>Investigating a necromantic cult
>In a room filled with surgical instruments and a corpse
>cultists are coming up the stairs
>everyone hides behind crates, save for one player
>"I want to hide inside the corpse"
>rolls a natural 20
>disembowels the corpse and hides inside a dead mans skin like Hannibal Lecter
>Playing D&D Encounters as "Uthgarr the Barbarian", the giant 8'2" hunk of stupid with like a +13 to strength checks at level one.
>Enter a bar, have to leave my weapons in a chest. The inn keeper has the key on his belt.
> BAR FIGHT
> Uthgarr, smart man that he is, attempts to use the chest that the weapons are in as an improvised weapon.
> Chest is bolted to the floor - roll a Nat 20.
> Rip up the chest, including a portion of the floor and the wall, and proceed to bludgeon people to death with it.
> Kill two men in simple bar fight. DM laughs his ass off.
> Directly after the fight, things fall out of the chest as I move to put it down.
> The chest was not locked.
I'm running a GURPS game, modern era, in a sort of toolbox world (minor levels of fringe magic and cult stuff, little bit of advanced tech) and I was just presented with these characters from my players;
Character 1: A retired Army Ranger who spent some time in prison for beating a man to death in defense of his wife. He just met his daughter for the first time before joining up with the group. Excellent combatant, Southern as hell.
Character 2: A police officer, estranged from his wife and daughter, with some background in mystic lore and ties to an old cult. He's also taken a deadly allergy to bee stings.
Character 3: A treasure-hunting historian with a thirst for adventure and almost ungodly levels of crypto experience. It's to the point where the guy can look at three random objects and tell me what the hell they all are.
Character 4: A master car thief, dragged along on the adventure due to his family being threatened and forced to investigate the mystic problems. He's a ridiculous driver with a history of arrests.
Character 5: A heartlessly amoral arms dealer, with ridiculous access to firearms and near-inhuman charisma.
So, long story short, every single one of my players wants to play as Nicholas Cage.
Should I let this happen?
Why attack me though as if I owe you money?
To answer you, when you ask the thieves to help you with the raiders there is no actual fight and thus everything and anything is possible. The 'ambush' is an actual fight and must follow many rules enforced by the engine.
No.Is allowing the PC to choose the starting position/situation for certain fights on the table?
Now I know why I enjoy CRPGs much more than P&P.
I may not like this particular design philosophy, but as I said previously I think there is still a lot of stuff left in AoD to make the game interesting, even if (judging from the demo) it's far away from my ideal dream RPG that I (naively) expected it to be.
I don't think sgc_meltdown meant that P&P is all about lulzyness, but it certainly is what most sessions degenerate into. Finding a good RPG group is the biggest chellenge ever, you have to hold it tight when you find it. Every few years I try to get into the "scene" here in my town and just give up in the end. God bless the internet.Now I know why I enjoy CRPGs much more than P&P.
No you don't, you're just listening to sgc_meltdown talking about a style of P&P as though it was the only one.
I'm playing in a campaign right now with a tight challenge/dialogue-fight-challenge/dialogue-fight structure right now, for example, which is exactly what sgc described P&P as not being...
I don't really have anything to say about the rest of the exploration vs. non-interactivity debate. I haven't seen anything that explains to me exactly why exploration isn't just something someone likes and instead a fundamental element of any good RPG.
I don't think sgc_meltdown meant that P&P is all about lulzyness, but it certainly is what most sessions degenerate into. Finding a good RPG group is the biggest chellenge ever, you have to hold it tight when you find it. Every few years I try to get into the "scene" here in my town and end just give up in the end. God bless the internet.Now I know why I enjoy CRPGs much more than P&P.
No you don't, you're just listening to sgc_meltdown talking about a style of P&P as though it was the only one.
I'm playing in a campaign right now with a tight challenge/dialogue-fight-challenge/dialogue-fight structure right now, for example, which is exactly what sgc described P&P as not being...
I don't really have anything to say about the rest of the exploration vs. non-interactivity debate. I haven't seen anything that explains to me exactly why exploration isn't just something someone likes and instead a fundamental element of any good RPG.
I think you can avoid it for the most part with disguise and critical.Other than that I've just been messing around and not really furthering anything too much. I don't like the the rigid way skills are used but I knew about that going in. I also think there's a surprising amount of direct combat in the assassin quest-line. They're not very efficient assassins, are they?
Well, take the second quest for example: As far as I can tell, you have no choice but to go in to their house in broad daylight and attack them like some idiot, giving them time enough to get their weapons ready. It's either that or just leave and fail the mission.Yeah.
I think you can avoid it for the most part with disguise and critical.Other than that I've just been messing around and not really furthering anything too much. I don't like the the rigid way skills are used but I knew about that going in. I also think there's a surprising amount of direct combat in the assassin quest-line. They're not very efficient assassins, are they?
you're just listening to sgc_meltdown talking about a style of P&P as though it was the only one.
I'm playing in a campaign right now with a tight challenge/dialogue-fight-challenge/dialogue-fight structure right now, for example, which is exactly what sgc described P&P as not being
people playing either to win or have fun or somewhere in between
Well yeah, instead of making environmental interaction more interesting than in other games it got scrapped altogether. This whole "lol do you like searching trough barrels in NWN??" argument is just a fucking cheap strawman and nothing else. After playing the demo I'll have to agree with what some of the others said. The AoD approach is interesting, but the 3D world is almost completely useless in this game, except for combat. I reckon with but a fraction of the funds spend on developing the game engine you could have hired a talented artist to draw you nice backgrounds pictures and just do the whole game in a 2D text adventure mode, except for combat encounters.
Anyways, judging from the demo AoD is still interesting and original enough to give the full game a try once it comes out, although I wholeheartedly disagree with the skip "useless filler" approach.
ITT: Everyone's an immersionfag. If mondblut were dead, he'd be laughing from beyond the grave right now.