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Forked Thread: GTS 2009 D&D Seminar - 4e video game
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<blockquote data-quote="Cadfan" data-source="post: 4759981" data-attributes="member: 40961"><p>This one.</p><p> </p><p>One of the consequences of the pseudo open ended gameplay that we're familiar with from these games is that dungeons, castles, cities... all tend to be places where enemies sort of mill about, and attack if you get too close.</p><p> </p><p>If you change that so that battles take place in specific scenarios with enemies who are there for a reason, and where retreat isn't an option without accepting defeat, its easy to come up with defined milestones where powers might recharge.</p><p> </p><p>For example, raiding a castle in a previous game tended to work something like this: you break into the castle. There's maybe a fight in the courtyard. Then you travel around, from room to room. Whenever you get too close to an enemy it activates and attacks you. Sometimes this creates whole scenes, like when you bust down a door and activate a lot of enemies at once. Sometimes it creates regions like big rooms that don't fit all on the screen at once, where you fight some enemies on one end, then some more on the other once you walk over there. At any time you can retreat to a safe area and rest, and when you get back to the battle, things will be basically the same as before.</p><p> </p><p>You could also run things this way: Raiding the castle involves several discrete scenes, each of which portrays the castle's defenders responding to your raid in different ways. There might be a courtyard scene, followed by a scene where the defender's rally, and then followed by a final stand in the throne room. Retreat at any given point would count as having failed to storm the castle, or perhaps as a partial failure that entailed a specific, defined penalty that occurs in game and is built into the plot. Multiple paths to success wouldn't involve multiple places where you could stop and restart with all of your powers, it might instead involve multiple routes of invasion based on your character's skills and tactics. Perhaps a stealthy party might skip the courtyard scene, and instead encounter a "break into the castle through the secret tunnel" scene.</p><p> </p><p>There are a lot of options. And really, this style of gameplay should be familiar to everyone since it mimics tabletop gaming.</p><p> </p><p>Just to be clear- please don't attack the example. Its not the most creative writing, I know. You could also include things like not raiding the castle at all. Or non violent encounters with the castle's staff. Or whatever. I know. You're not adding anything by fighting the example.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4759981, member: 40961"] This one. One of the consequences of the pseudo open ended gameplay that we're familiar with from these games is that dungeons, castles, cities... all tend to be places where enemies sort of mill about, and attack if you get too close. If you change that so that battles take place in specific scenarios with enemies who are there for a reason, and where retreat isn't an option without accepting defeat, its easy to come up with defined milestones where powers might recharge. For example, raiding a castle in a previous game tended to work something like this: you break into the castle. There's maybe a fight in the courtyard. Then you travel around, from room to room. Whenever you get too close to an enemy it activates and attacks you. Sometimes this creates whole scenes, like when you bust down a door and activate a lot of enemies at once. Sometimes it creates regions like big rooms that don't fit all on the screen at once, where you fight some enemies on one end, then some more on the other once you walk over there. At any time you can retreat to a safe area and rest, and when you get back to the battle, things will be basically the same as before. You could also run things this way: Raiding the castle involves several discrete scenes, each of which portrays the castle's defenders responding to your raid in different ways. There might be a courtyard scene, followed by a scene where the defender's rally, and then followed by a final stand in the throne room. Retreat at any given point would count as having failed to storm the castle, or perhaps as a partial failure that entailed a specific, defined penalty that occurs in game and is built into the plot. Multiple paths to success wouldn't involve multiple places where you could stop and restart with all of your powers, it might instead involve multiple routes of invasion based on your character's skills and tactics. Perhaps a stealthy party might skip the courtyard scene, and instead encounter a "break into the castle through the secret tunnel" scene. There are a lot of options. And really, this style of gameplay should be familiar to everyone since it mimics tabletop gaming. Just to be clear- please don't attack the example. Its not the most creative writing, I know. You could also include things like not raiding the castle at all. Or non violent encounters with the castle's staff. Or whatever. I know. You're not adding anything by fighting the example. [/QUOTE]
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