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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: 4760034" data-attributes="member: 40961"><p>Not necessarily.</p><p> </p><p>First, as to the difficulty, its not as tough as you might think. You'd have to script individual sequences, yes, but there's a specific pathing sequence trick you can do that really helps where you branch repeatedly and then repeatedly rejoin the branches using different flavor and dialogue to keep things unique to the path you used to reach the conclusion.</p><p> </p><p>Second, as to the string of tactical combats feel, I'd rather a string of tactical combats than a string of random monsters sitting in the dirt waiting for me to walk too close. Really, this shouldn't make a difference to the sense of exploration. Combat might take place in a string of fights, but what's between combat needn't operate that way.</p><p> </p><p>Seriously, I'm only really advocating that we take the way D&D works on the table and bring it to the computer as much as possible. If we're stuck with a choice between open ended decisions on when to rest, and realistic combat scenarios, I'd rather drop the when to rest decision in favor of realism. The sense of exploration can be addressed elsewhere, in the plot branches.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4760034, member: 40961"] Not necessarily. First, as to the difficulty, its not as tough as you might think. You'd have to script individual sequences, yes, but there's a specific pathing sequence trick you can do that really helps where you branch repeatedly and then repeatedly rejoin the branches using different flavor and dialogue to keep things unique to the path you used to reach the conclusion. Second, as to the string of tactical combats feel, I'd rather a string of tactical combats than a string of random monsters sitting in the dirt waiting for me to walk too close. Really, this shouldn't make a difference to the sense of exploration. Combat might take place in a string of fights, but what's between combat needn't operate that way. Seriously, I'm only really advocating that we take the way D&D works on the table and bring it to the computer as much as possible. If we're stuck with a choice between open ended decisions on when to rest, and realistic combat scenarios, I'd rather drop the when to rest decision in favor of realism. The sense of exploration can be addressed elsewhere, in the plot branches. [/QUOTE]
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Forked Thread: GTS 2009 D&D Seminar - 4e video game
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