Aller au contenu

Photo

Do you like it rough?


  • Veuillez vous connecter pour répondre
30 réponses à ce sujet

#26
Genisys

Genisys
  • Members
  • 525 messages
Puzzles / Riddles / Role Play Quandries / Etc. don't present a test of character's combat worthiness, not really, they are something to make you stand there, scratch your head, and go hmmm, what do I do next?

Rough applies to combat, for the subject of this discussion anyway.

Hard-Core / Perma-Death & Resting Restrictions don't make it hard, they make it annoying..
(I mean, who wants to spend hours building / shopping / looting and only to lose all that time to an overwhelming encounter?) >.>

Throwing together a bunch of hard encounters is NOT as easy as it sounds, you don't want to kill the PCs in one hit after all, and you do want to challenge a player without overwhelming or underwhelming them, in fact it's a science really.... Just look at how technical making one monsters can be.... woosh!  Then there is all that time spent playtesting to ensure quality, I mean heck, I think its' harder to build a good encounter than it is to do most other things, other than long scripted systems... (Like a forge or something)

Modifié par Genisys, 28 août 2010 - 07:13 .


#27
leo_x

leo_x
  • Members
  • 223 messages
not sure if it's helpful to the discussion -- the rougher the module is, the more structured it has to be and the less freedom the player will have. if i say such and such is going to be very rough, it's in relation to what i expect that person has and is; and if that person doesn't have what i expect them -- nay, demand them -- to have, then they will be pwned. so what i'm saying is: to like it rough, one has to accept that there will be overwhelming, and sometimes unpleasant, moments. those are the learning experiences. everything else is not rough.

Modifié par pope_leo, 28 août 2010 - 08:01 .


#28
Urk

Urk
  • Members
  • 232 messages
Can't help you then. I find hack 'n slash quite dull, especially in an environment with unlimited respawns. My gaming group fancy themselves PnP style role players so we run a old-school DMed campaign. Combat worthiness is not the measure of play. To us respawning is just as "lame" as perma-death is "annoying" to you. There's no real tension... no "stakes"... if death is just a quick nap. When building to a PnP environment combat must by necessity become more of a background to the action than the core of it. This means scaling back encounters so spellcasters can conserve their spells and fighters aren't dragging the whole party back to town every other fight because they're low on hit points.

BTW, while in SP play I can see the head scratching thing becoming irksome, you might want to give it another look in MP settings. As a rule role players are a pretty smart lot. My experience is that if you have 3 or more NWNers on the board working together it rarely takes them long to come up with a reasonable plan of action and it's awesome because it forces the players to interact (and maybe earn a little bonus RP XP). It can create some really fun moments.

Modifié par Urk, 28 août 2010 - 08:02 .


#29
Genisys

Genisys
  • Members
  • 525 messages

Urk wrote...

Can't help you then. I find hack 'n slash quite dull, especially in an environment with unlimited respawns. My gaming group fancy themselves PnP style role players so we run a old-school DMed campaign. Combat worthiness is not the measure of play. To us respawning is just as "lame" as perma-death is "annoying" to you. There's no real tension... no "stakes"... if death is just a quick nap. When building to a PnP environment combat must by necessity become more of a background to the action than the core of it. This means scaling back encounters so spellcasters can conserve their spells and fighters aren't dragging the whole party back to town every other fight because they're low on hit points.

BTW, while in SP play I can see the head scratching thing becoming irksome, you might want to give it another look in MP settings. As a rule role players are a pretty smart lot. My experience is that if you have 3 or more NWNers on the board working together it rarely takes them long to come up with a reasonable plan of action and it's awesome because it forces the players to interact (and maybe earn a little bonus RP XP). It can create some really fun moments.


Fair enough..

Everyone has their own style of play, in fact, that's what makes D&D / NWN so great, is you can shape the game to you or your group's taste, therefore what may be liked by one, may be hated by others, but that doesn't mean you shouldn't enjoy your taste, after all, we are all different people...  (Chocolate FTW!)

I'm just saying, puzzles / tricks / & RP for that matter, aren't really "rough", though they may be "tough", but not "rough".

:D

#30
TM5000

TM5000
  • Members
  • 11 messages
It depends on the mood I am in.  :o

I split my time online between PvP type and hardcore RP servers because I get tired of one whan I have had too much and switch!  Server choices are quite limited these days though...

Not arena servers.  That just isn't fun to me.

I played on a server up until a few months ago that had such ridiculously over powered weapons/items that at level 40, a caster had no chance of beating a melee of the same level.  There was a regular player base and regular trips to the ultimate baddy on the server which almost required you to be a Fighter/Bard/RDD.   I didnt see anyone else survive there.  It was awesome.

So for me nothing is too rough.  I just like a little tenderness once in a while.

Added for sharts and giggles: 
Best hardcore server - LOTR ver 20
Best RP server - Arelith

Modifié par TM5000, 30 août 2010 - 01:58 .


#31
Genisys

Genisys
  • Members
  • 525 messages
TM5000, that's a nice take on it all, really...



Some players do in fact, like it rough...



I don't mind rough, as long as it's not ridiculous...



Ridiculous to me is when the monsters never miss, and you rarely hit them , this = bad gameplay..