RPM ease of use
Cergorach said:
Off with his head! ;-p
I've been using the pre-beta for some time now, your right, it's not easy to understand (sorry luke). Besides it being a prebeta, it's not a player tool, it's a dm tool, and thus has far more functions/options than any other rpg related program that i've seen (nwn being the sole exception). Will it ever be easy to understand, i don't really think so, at least not if you want to use the full potential of the program. I've found the time spend on understanding RPM rewarding, combats are more structured thanks to this tool, and generally my players are happy with it. When the Beta gets out try it, especially if your a DM...
This is meant to be a player tool as well. I actually use it to run my own characters in game. I'm constantly coming up with answers for other players, whilst they leaf through book pages. It autocalculates everything for me, including attack, skill, save and spell attempts.
The
purpose of RPM is to fulfill the following needs:
- Be an extremely comprehensive RPG program, offering the player, and especially the DM, a wealth of integrated utilities, where you can use as much, or as little as you want.
- To save time: This is by offering quick lookups for required information, and also be calculating things instantly for you. This is especially important in-game, where the computer must do things so efficiently that the time you save on book lookups and calculation means that the computer isn't actually a distraction.
- To serve as a memory aid: This is again by lookups, especially if you have your own adventure entered. The in-game use for keeping track of initiative, turns, repreating previous attack etc are fairly obvious.
Back to "will it be easy to understand":
- Firstly, start off using it for simple things only. There's lots of stuff there, but virtually everything is optional.
- I am getting feedback that the learning curve seems initially daunting, but the consistency in approach lets you master it surprizingly easily.
- Even with the PreBeta, there's been relatively little documentation to date. All I did was add a simple combat tutorial. Given this, the fact that I'm hearing about much improved ease of use should mean that the user interface is a lot better than it used to be. Final judgement on ultimate ease of use should be left until the doco is done as well. Remember, there are a *lot* of variables to D20, so a fully encompassing program (if that's what you want ), will be quite comprehensive.
- Part of the issue is that there's no "right way" prescribing what you should do. My philosophy is:
[ You do what you want, how you want, when you want. What RPM gives you is a way to jump around very quickly for whatever you want to do. ] Examples:
- You can do "out-of-sequence" attacks. This is also how you do attacks of opportunity.
- You don't *have* to run combats as part of an initiative sequenced rounds. After all, if your Ftr7 creeps up on a kobold, why bother? Just run the "Move Silently" check hoping to avoid setting off the alarm, and click a quick attack.
- You can build up the adventure with locations etc on the fly (even with maps - given the very quick TileMapper).
- In the middle of a combat, you can take out a few seconds to build a random encounter group, attracted by the niose. When that's done, you can return to the 2nd swing attack of the Orcish barbarian chieftan. Nothing has been lost or forgotten.
- Also, you can do the things you need to do from almost anywhere. Getting the next initiative creature is a classic example, with the buttons almost eveywhere, if you haven't learned the hot-keys.
Interestingly, I just read an interview from the Project Lead on the NeverWinterNights game. He has almost exactly the same philosophy, with different ways to quickly get done what you need, and anticipates that they've succeeded in their user interface ambitions.
Personally, I don't have the realtime graphics issues of NWN, but I have other serious issues with the better, *full* D&D. NWN is quite definitely a limited subset of the "pen and paper" version of 3rd edition. As an example, I can't see how all the different attack options can possibly be made available, for a realtime graphical interface. Playing in realtime with a mouse and keyboard will call for certain sacrifcies. I've waffled enough, so if somebody wants to challenge me on this, please feel free - it could be interesting...
Regards,