Higher level modules
#51
Posté 28 août 2011 - 01:41
#52
Posté 28 août 2011 - 02:27
Just trebled the work in a well developed lengthy module right there.
#53
Posté 28 août 2011 - 10:29
mungbean wrote...
But we haven't even discussed the romance hooks. Some people want an elf maiden, others that barely touched aasimar priestess, and I suppose we have to throw something in for the girls.
Just trebled the work in a well developed lengthy module right there.
Especially if you don't restrict things only to heterosexual romances. That could double the workload yet again.
#54
Posté 28 août 2011 - 11:09
DannJ wrote...
mungbean wrote...
But we haven't even discussed the romance hooks. Some people want an elf maiden, others that barely touched aasimar priestess, and I suppose we have to throw something in for the girls.
Just trebled the work in a well developed lengthy module right there.
Especially if you don't restrict things only to heterosexual romances. That could double the workload yet again.
Or just throw in an asexual orc female.
Everyone, of every level, is equally disgruntled.
Job done!
PJ
#55
Posté 28 août 2011 - 11:26
Eguintir Eligard wrote...
now that last paragraph is EXACTLY what what we are saying. You dont just sub in a level 26 for a level 6 and treat their behaviours and the quest experience like its an assembly line with everything but the HD and attack bonus being identical, because its cheap and hollow.
I get it now - you're talking about modules with overly grand and highly specific storylines, where the player is told what level/class/alignment they *have* to start at. IE: the sorts of modules I can't stand as they put too many restrictions on the player, and usually end up railroading them through a rigid storyline in the way the module author wants, rather than allowing the player to choose their own path. I find those sorts of modules no fun at all.
I prefer the style of module that isn't overly centred around the PC, so that any character regardless of level, race, alignment, etc can slip into it and have as much fun as any other character would. That way, if you're a level one character you can do the demeaning "rats in the basement" quest for a pittance, or if you're a level 20 character you can turn down the crappy jobs and instead choose the "deadly rogue dragon" contract. Sure, you might have some sort of central storyline to give things a start and an ending, but it's the middle bit where all the fun occurs.
Games are supposed to be fun, first and foremost. It doesn't matter how good the area designs are, or how well written the NPCs and dialogue are, or how innovative the main storyline is. A module that isn't fun to play is hollow in my opinion. It's just a whole lot of pretty wrapping with no gift inside.
#56
Posté 29 août 2011 - 12:45
#57
Posté 29 août 2011 - 01:07
The less a designer knows about a PC's abilities going into an encounter, the less they are able to design meaningful and interesting limits, as well as obstacles for the player to overcome. Maybe an ideal encounter script would size up a party's classes, abilities, and memorized spells, and then custom-craft a set of monsters to exploit any weaknesses, but that could quickly become frustrating for the player, as every planned strategy eventually becomes self-defeating. That's why you need an actual, human DM to manage things like that, to walk the knife-edge between challenge and futility.
BTW, I've played a lot of open-ended, sandbox-style games, and the more you play them, the more senseless they become. The journey is important, starting one place and ending another, getting lost and getting found. Give the player the freedom to make their own story, and you get an inane power-trip that slouches into boredom. A good game challenges the player, pushes them, forces them to rethink themselves. A series of scaling encounters ain't that, it's just a way for the player to repeatedly prove that they're better than a bunch of computer-generated mooks, with increasingly impressive hit-die.
#58
Posté 29 août 2011 - 01:21
Eguintir Eligard wrote...
no dann u dont get it, so I don't see how that turned into 3 paragraphs of whatever that was.
Then we're in agreement - I have no idea what you're talking about.
#59
Posté 29 août 2011 - 01:24
PJ156 wrote...
Or just throw in an asexual orc female.
Everyone, of every level, is equally disgruntled.
Job done!
PJ
The last thing you remember was checking the farmhouse perimeter as you groggily awake, bound and gagged in a dark cavern with a large, matronly looking Orc Shamaness grunting in your direction. You can't tell if she intends to eat you or worse...
She says, "Me want baby."
#60
Posté 29 août 2011 - 02:06
Level 25 monsters don't belong in level 5 environments. Neither does a level 25 pc. If you can't get that, I can't see how there's any point because I don't get the sense you are trying to understand. You are springboarding on something I say to go on about what you like. What you like and what I like isn't the discussion, the discussion is that you can't cookie cutter monster x for monster y over inumerous numbers of levels.
Modifié par Eguintir Eligard, 29 août 2011 - 02:21 .
#61
Posté 29 août 2011 - 11:11
#62
Posté 29 août 2011 - 04:48
mungbean wrote...
I think we've got our adventure background here folks...
The last thing you remember was checking the farmhouse perimeter as you groggily awake, bound and gagged in a dark cavern with a large, matronly looking Orc Shamaness grunting in your direction. You can't tell if she intends to eat you or worse...
She says, "Me want baby."
Okay, consider me traumatized...
#63
Posté 29 août 2011 - 04:51
Eguintir Eligard wrote...
Near epic? where??
I have yet to play a campaign that even cleared level 10 and I hit all the top ranked ones at some point.
I think I hit 12 or 13 on Last of the Danaan, but that was with pretty heavy XP mining.
#64
Posté 29 août 2011 - 05:02
I am not sure how one would go about making a whole module this way. I suspect things would become repetitive quickly and I doubt many people would like it. In my opinion, story is king. It doesn't matter if you are story driven, or sandbox, you still have to have compelling plots and dialogue or the module becomes one dull hack and slash. Making a story that is plausible for a 1st, 10th, or 20th level character is not possible.
#65
Posté 29 août 2011 - 07:45
#66
Posté 29 août 2011 - 08:05
#67
Posté 29 août 2011 - 08:19
You missed my winking smilieArkalezth wrote...
Dragon Age 2 did that, and it's not an amateur module precisely...
Modifié par kamal_, 29 août 2011 - 08:22 .
#68
Posté 29 août 2011 - 08:21
#69
Posté 29 août 2011 - 08:28
Yes, I missed it. Anyway, I remember a few repeated houses in PoE, but at least the NPC's comments were funny: "This place reminds me of X's house."kamal_ wrote...
You missed my winking smilie
Modifié par Arkalezth, 29 août 2011 - 08:29 .
#70
Posté 29 août 2011 - 08:36
#71
Posté 30 août 2011 - 02:30
I've had to lower my expectations to enjoy computer games over the years, but, it's getting tiresome. The graphics improve but still every computer game world comes across as a card board cut out, some more clunky, some less. But, if computer game worlds were entirely interactive then imagine the drudgery of having to explore each and every barrel and box.
A good cinematic experience without drudging interaction is about the best one could hope for in a computer game.
Modifié par nicethugbert, 30 août 2011 - 02:32 .
#72
Posté 30 août 2011 - 06:03
M. Rieder wrote...
Eguintir Eligard wrote...
Near epic? where??
I have yet to play a campaign that even cleared level 10 and I hit all the top ranked ones at some point.
I think I hit 12 or 13 on Last of the Danaan, but that was with pretty heavy XP mining.
I think I hit level 15 there. But I was pretty thorough... and also maybe some waves didn't want to end without the journal commands to help. Now I'm a bit worried that if I continue to Unvanquished with the same character.. won't it be somewhat boring?
#73
Posté 30 août 2011 - 03:08
I'm doing a test run right now with a level-12 character, and getting beat pretty badly. Started with a level-14, for speed-runs, tends to give more balanced fights. A level-15 character would probably seem more properly heroic. Besides, once you've got 100+ hp and decent BAB, each additional level doesn't change all that much. The only real change is getting camouflage with 13 levels of ranger, or doing a bit of multi-classing.
To get back to the main topic, having set-level encounters gives different PC's different experiences. The low-level PC's can squeak by, using guile and stealth to avoid tough fights, and high-level PC's can charge in and dominate the battlefield. If everything scaled, each PC would get pretty much the same experience.
#74
Posté 30 août 2011 - 03:22
#75
Posté 30 août 2011 - 03:28





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