BobSmith101 wrote...
jds1bio wrote...
But then how would you fare against a real-life Dungeon Master? That DM is going to put more limitations on you than any computer game.
Continuing the chess anology. Chess works because certain pieces can do certain things on a limited gameboard.
Now lets transfer that to an RPG, what if your character could only move diagonally ? That would be a bit silly wouldn't it?
Yet it works fine in chess because in chess it's only a game function. Just like the board.
The trick of being a good DM is to let the player do what they want without them being able to "break" your story. It's much easier as a DM because you can adapt in real time. A computer RPG can't do that.
If you transfered DA2 to PnP then any player I've ever played with will want to know what there character was doing for the 3 year time skip while Kirkwall went to hell. And why they could only react once it was too late to change that single outcome.
Without those 3 years that are skipped over DA2 comes acorss as completely forcing you down a pre-set path.
Moving purely diagonally in an RPG, computer or no, is silly. But as an arbitrary example, some may also think that rolling a 20-sided die to determine a chance of a character persuading a troll to let them cross a bridge is too fine-grained, and should be done with a six-sided die instead. But using that 20-sided die may be the rules of that game and may work fine within it.
Good points about the DM adapting in real-time, and about the game's pre-set path in time. The game is indeed making a decision on which years of the Champion's life are more interesting to the gamer, without giving the chance for the gamer to decide for him/herself through roleplaying.
Modifié par jds1bio, 17 mars 2011 - 06:16 .





Retour en haut






