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Did you find the SOZ wandering monsters on the overland map interesting or tedious?


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#26
bealzebub

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Lugaid-
The 1996 game, Lords of the Realm II, had a system very similar to what you invision. At the beginning of the battle, you could choose to auto fight or do it personally. If you choose to auto fight and got whooped on, you could reload and do it personally, and usually win.
I liked it because it weeded out the easy boring fights

Modifié par bealzebub, 22 mars 2012 - 10:28 .


#27
Lugaid of the Red Stripes

Lugaid of the Red Stripes
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RE: manageri and bealzabub:

I wonder what the effects of a good auto-calc system would be on game design and game play. If the little fights are no longer tedious, then maybe designers can start putting more in, knowing that the players can just roll through them. An epic journey across the real can then be filled with dozens of little battles, toughening up the party as they approach the big fight. Or a caravan across a bandit-infested desert could be a calculated risk, where you beat off wave after wave of bandits before limping past the city gates.

On the other hand, if the auto-calc makes mindless grinding relatively painless, what's to keep players from incessant grinding? Of course, since the random encounters don't have to be interesting or challenging, then there's no reason to scale them, so players would grind until they reached the max level for that part of the world, and then move on. It would effectively separate the leveling/grinding aspect of play from the story part of play. That might actually help some modules get past the whole hack-n-slash/storytelling division. I know that in the Total War games, whose auto-calc I'm most familiar with, auto-calculating battles means you can play the game like a big version of Risk or Europa Universalis, which changes the whole pace and feel of the game.

Do any PnP DM/GM's "auto-calc" or abstract away minor encounters?

#28
Leinadi

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Overall I loved the overland map system. It could've been polished more but given the limited development time and resources I thought it worked wonderfully for what SoZ is all about.

I think there are two potentially big problems:

1) People don't read and pay attention. I wonder how many people got frustrated by the many encounters due to not reading the little tutorial text on on the map, where it lists what the skills do. Creating a good leader for the overland map is important.

2) The many area transitions. Even if you're not engaging in the encounters, there are a lot of small dungeons in SoZ. And the engine has lengthy load-times.

The thing I'd wish for the most was simply more of the unique encounters (the blue ones). Those really brought back memories of Darklands and games like that where it really felt like you were out adventuring and ran into random things.