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Forked Thread: GTS 2009 D&D Seminar - 4e video game
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<blockquote data-quote="Nymrohd" data-source="post: 4760882" data-attributes="member: 59126"><p>I'll very much agree with this. 3 tiers of play=3 games would be the best, especially if the games tie in to each other. Ideally I'd like to see each game feature a decent number of sidetrecks and more than one resolution of the main story (including multiple delve paths and exploration-triggered subplots) which would increase the replayability of such a game by a lot. 4E naturally lends itself to a CRPG with high replayability since even different builds of the same class can have a rather different feel when played. </p><p></p><p>Immediate interrupts and reactions are best, imo, handled as popups. I am sure that in a turn based game you can filter through available triggers and pause the game to allow an interrupt. You could even create different difficulty levels of the game by advancing the speed of turns: say on easy you get paused for triggered actions and have all the time you want to decide what actions to take in your turn, on hard triggered actions pop up and must be used in a limited time window and if you waste time playing your turn you eventually lose some of its actions.</p><p></p><p>Still I see how the time management in the development of such a game may lead into a game that focuses entirely on tactical combat and skips plot. A good D&D CRPG has to have an involved plot or it will fail, at least this is how I see it. NWN worked mainly because of the toolset, the game itself was amazingly boring (I don't think I've ever even finished the campaign). Baldur's Gate was a success because it told a good story and had great characters. Indeed a good supporting cast to your protagonist (with decent AI to guide them in battle if the player chooses to let them work so) that has decent character development and helps tie the party to the game world certainly would help such a game.</p><p></p><p>As for resource management, I think the actual 4E system could work with a simple tweak. Let milestones slowly recharge daily powers and healing surges but at a slower pace than they are expended in battle. Though tbh, unless I actually see my players camp (and maybe even eat and set up lookout rotations) or the game has timeline triggers, the extended rest concept is useless and moving to cooldowns for the daily powers might be a better option.</p></blockquote><p></p>
[QUOTE="Nymrohd, post: 4760882, member: 59126"] I'll very much agree with this. 3 tiers of play=3 games would be the best, especially if the games tie in to each other. Ideally I'd like to see each game feature a decent number of sidetrecks and more than one resolution of the main story (including multiple delve paths and exploration-triggered subplots) which would increase the replayability of such a game by a lot. 4E naturally lends itself to a CRPG with high replayability since even different builds of the same class can have a rather different feel when played. Immediate interrupts and reactions are best, imo, handled as popups. I am sure that in a turn based game you can filter through available triggers and pause the game to allow an interrupt. You could even create different difficulty levels of the game by advancing the speed of turns: say on easy you get paused for triggered actions and have all the time you want to decide what actions to take in your turn, on hard triggered actions pop up and must be used in a limited time window and if you waste time playing your turn you eventually lose some of its actions. Still I see how the time management in the development of such a game may lead into a game that focuses entirely on tactical combat and skips plot. A good D&D CRPG has to have an involved plot or it will fail, at least this is how I see it. NWN worked mainly because of the toolset, the game itself was amazingly boring (I don't think I've ever even finished the campaign). Baldur's Gate was a success because it told a good story and had great characters. Indeed a good supporting cast to your protagonist (with decent AI to guide them in battle if the player chooses to let them work so) that has decent character development and helps tie the party to the game world certainly would help such a game. As for resource management, I think the actual 4E system could work with a simple tweak. Let milestones slowly recharge daily powers and healing surges but at a slower pace than they are expended in battle. Though tbh, unless I actually see my players camp (and maybe even eat and set up lookout rotations) or the game has timeline triggers, the extended rest concept is useless and moving to cooldowns for the daily powers might be a better option. [/QUOTE]
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