Topic: How to Design an RPG . . . (lol)
Started by: mreuther
Started on: 10/20/2010
Board: First Thoughts
On 10/20/2010 at 5:41am, mreuther wrote:
How to Design an RPG . . . (lol)
Ran across this today and thought it'd be of use to folks. ;)
[http://i.imgur.com/bFeoW.jpg]For the fun, a diagram to help . . .
Some cliches to avoid, or play on, as you prefer. :)
On 10/20/2010 at 5:42am, mreuther wrote:
Re: How to Design an RPG . . . (lol)
Foo on the lack of editing.
Clickylink try two.
HERE
On 10/20/2010 at 7:24am, BunniRabbi wrote:
RE: Re: How to Design an RPG . . . (lol)
Well, every video game rpg at least.
On 10/20/2010 at 7:32am, Ar Kayon wrote:
RE: Re: How to Design an RPG . . . (lol)
This is why I went straight to CRPGs in 1998.
On 10/20/2010 at 7:35pm, BunniRabbi wrote:
RE: Re: How to Design an RPG . . . (lol)
I'm not familiar with the term. What's the C?
On 10/20/2010 at 7:55pm, Ar Kayon wrote:
RE: Re: How to Design an RPG . . . (lol)
Computer, as in Fallout 2 or Baldur's Gate.
On 10/21/2010 at 12:24am, BunniRabbi wrote:
RE: Re: How to Design an RPG . . . (lol)
Wait, you went to computer games to avoid the scripts?
On 10/21/2010 at 1:58am, Noon wrote:
RE: Re: How to Design an RPG . . . (lol)
Well, I've gone through table top that as much had scripts too. It became a recurring pattern that an NPC would join our party, only to *surprise!* betray us latter. In the end we were like 'yeah yeah, okay, he joins - we know what's coming and we know you(GM) are jonesying to do this'
Fallout 2 and Balder's Gate (I think I've played it) actually are less scripted in terms of what you as a player would likely find important. You'd more find yourself hooning around, doing your own thing than in a table top game where a GM, since he can't actually play himself, really needs to overlay a plot on the whole thing (god, I've been there, both sides...)
On 10/21/2010 at 2:57am, mreuther wrote:
RE: Re: How to Design an RPG . . . (lol)
In particular the Ravenloft setting for D&D was prone to railroading rather viciously.
"The mists close off all directions but east . . ." :)
On 10/21/2010 at 3:39am, Ar Kayon wrote:
RE: Re: How to Design an RPG . . . (lol)
Fallout 2 really wrote the book on how to make a good RPG. If there are retarded role-playing devices in the game, they were played up for satire.
Examples:
* You do a fetch quest for a mechanic. He wants a meal from Mom's Diner. So you take your sweet ass time traipsing through the Den. The mechanic says you took too long and he already got himself the meal. So you can ask, "Can I get experience points anyway?"
* When Marcus levels up, he says, "I feel like I've reached some arbitrary threshold of power!"
* Instead of your allies betraying you, you can betray them...by selling them to slavers or extracting their brains and installing them inside a robot.
On 10/21/2010 at 4:15am, Ron Edwards wrote:
RE: Re: How to Design an RPG . . . (lol)
Hey everyone,
This thread isn't cuttin' it, in topic terms. I'm closing it here.
Best, Ron