Tags: Temple of Elemental Evil; Tim Cain; Troika Games
<b>Tim Cain</b> of <a href="http://www.troikagames.com">Troika Games</a> has finally been allowed to break his silence to <a href="http://gamespot.com/">GameSpot</a> in <a href="http://gamespot.com/gamespot/stories/previews/0,10869,2902161,00.html">this interview</a> covering various aspects of <b>Temple of Elemental Evil</b>.
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<blockquote><b>GS:</b> What's been involved in converting Greyhawk to the 3rd Edition system? Are there particular elements of the module that have made it into the game and work well in a computer RPG and not others?
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<b>TC:</b> We have to convert all of the monsters, spells, items and NPCs to the new system. Fortunately, most of the spells are the same, but skills and feats have had to been selected by hand for each NPC. But the nice part about 3rd edition is its ability to individualize NPCs and monsters, so many of the exceptional characters in the module who were extending or even breaking rules of 1st edition were not difficult to translate into 3rd edition rules.
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I'd say the best part of 3rd edition as translated into a computer RPG is the extensive use we make of the non-combat skills and feats. The dialog skills such as Diplomacy, Bluff and Intimidate were easy to incorporate into Troika's dialog system, which already made use of stats and skills to offer different dialog options to the player. It feels good to spend skill points in non-combat skills that actually matter during game play.</blockquote>
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Speech skills are always a plus.
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Thanks for the heads up, <b>Tim Cain</b>!
<b>Tim Cain</b> of <a href="http://www.troikagames.com">Troika Games</a> has finally been allowed to break his silence to <a href="http://gamespot.com/">GameSpot</a> in <a href="http://gamespot.com/gamespot/stories/previews/0,10869,2902161,00.html">this interview</a> covering various aspects of <b>Temple of Elemental Evil</b>.
<br>
<br>
<blockquote><b>GS:</b> What's been involved in converting Greyhawk to the 3rd Edition system? Are there particular elements of the module that have made it into the game and work well in a computer RPG and not others?
<br>
<br>
<b>TC:</b> We have to convert all of the monsters, spells, items and NPCs to the new system. Fortunately, most of the spells are the same, but skills and feats have had to been selected by hand for each NPC. But the nice part about 3rd edition is its ability to individualize NPCs and monsters, so many of the exceptional characters in the module who were extending or even breaking rules of 1st edition were not difficult to translate into 3rd edition rules.
<br>
<br>
I'd say the best part of 3rd edition as translated into a computer RPG is the extensive use we make of the non-combat skills and feats. The dialog skills such as Diplomacy, Bluff and Intimidate were easy to incorporate into Troika's dialog system, which already made use of stats and skills to offer different dialog options to the player. It feels good to spend skill points in non-combat skills that actually matter during game play.</blockquote>
<br>
<br>
Speech skills are always a plus.
<br>
<br>
Thanks for the heads up, <b>Tim Cain</b>!