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What Can We Learn from CRPGS?
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<blockquote data-quote="pogre" data-source="post: 8151717" data-attributes="member: 6588"><p>One of the things I think better CRPGs do is set an overall tone for the world the games are set in - there are little things you find or discover in unraveling the game that reinforce the atmosphere and environment of the game. Naturally, one has to weigh the amount of minutia versus keeping the flow of the game moving in TTRPGs, but including little side scenes or descriptions that reinforce the campaign's setting is something I could incorporate better. Everything from how people dress to descriptions of buildings, etc. could be used to add richness to a setting without bogging it down too much.</p><p></p><p>Just because we cannot compete with the visual splendors or even the sounds of a video game does not mean we cannot borrow some of that flavor.</p></blockquote><p></p>
[QUOTE="pogre, post: 8151717, member: 6588"] One of the things I think better CRPGs do is set an overall tone for the world the games are set in - there are little things you find or discover in unraveling the game that reinforce the atmosphere and environment of the game. Naturally, one has to weigh the amount of minutia versus keeping the flow of the game moving in TTRPGs, but including little side scenes or descriptions that reinforce the campaign's setting is something I could incorporate better. Everything from how people dress to descriptions of buildings, etc. could be used to add richness to a setting without bogging it down too much. Just because we cannot compete with the visual splendors or even the sounds of a video game does not mean we cannot borrow some of that flavor. [/QUOTE]
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