I'm adding a new feature to the blog (poor, neglected blog). You can now ask me anything you want. At any time. About writing or game design or how Torment's going or what it's like parenting a billion kids or living in Thailand or how awesome Firefly and Avatar are . . . whatever. Periodically, I'll answer your questions here (NDAs notwithstanding, of course).
Don't have any questions right now? There's a tab up top and a link on the sidebar. Use 'em.
(Why don't I use an existing platform for this, like tumblr or Formspring? (1) I have control here. (1a) When those platforms die (like Formspring almost did last year), I'll still be here. (2) I have enough platforms, thanks. (3) You don't need more places to go either, I imagine.)
That's it. Use it if you want it. I'll just be over here. You know. Waiting.
What is the average airspeed velocity of an unladen swallow?
ReplyDeleteDo you have any advice for people who write too concisely (i.e., me)?
ReplyDelete@Matt - African, or European?
ReplyDeleteA lot of Numenera's rules seem to be designed around a push-pull between the players and the GM. Are you finding that difficult to adapt to a cRPG where the "GM" is static content that is predetermined?
ReplyDeleteCan you explain the above question before you answer it?
ReplyDeleteHi Adam, very nice of you to provide this channel into your brain. :P
ReplyDeleteGm intrusions... how about achieving them through gameplay itself. You mentioned a simple example of getting a sword knocked out of players hands so im going to stick with that (because its easy). How about it is done by some enemy or some monster in the game? Or an environmental event, or some artifact in another scenario or situation... and so on?
You also mentioned player being able to revert his latest action? Is that like some quick time travel backwards... like some kind of Prince of Persia sands of time mechanic - trick?
Just checking.
Great to hear that changing Foci will cost something - and even better hearing you dont like respecing... respeccing? (what an awful word too). I was afraid that might be included.
I'm just in awe of the geekery, thank you :-)
ReplyDeleteWhat's the next gift you're going to give your wife?
ReplyDeleteIf the player it to be forewarned about possible failure, or chances for that failure - shouldn't that be dependent on level of his skill for that specific task?
ReplyDeleteSo, a low level, beginner thief would not be able to know how dangerous some trap or lock is with any greater precision (this lock looks challenging, duh), while a master thief would be able to evaluate the dangers with more exact precision, presumably knowing the exact type and maker and specific of the lock or trap.
Or at least be able to deduce the potential risks with more precision?
- instead of some global knowledge available to everyone - of that class?
Save scumming in usual gameplay may be fine, but what about saving during TB combat?
- have you played Age of Decadence?
As for RNG... isnt that what gives RPG mechanics a very valuable sense of authenticity and believability? Lets look at... Sergei Bubka, at his prime. World recorder and master champion of his sport with no one equal or even close in skill at the time. Did he succeed in every single jump? Furthermore... shouldn't RNG lessen the more skilled a character is and be greater the lower level of skill is? (but never be completely removed?) Seems reasonable and believable to me.
Oh, i guess the fact that the player has the option of switching between all those Foci will be excused through narrative - of player being a castoff.
(well, nobody said anything about one question per post :P)
Are you guys going to make the combat system like Planescape/Baldur with the pausable real-time mode?. Because right now there are WAY too many "turn based combat games" like Banner Saga , Blackguards , ShadowRun, Wasteland, Divinity Original Sin ETC. And I really think that many people want that old school RPG complex combat system, so it would be great if you guys go with the real time paused system :)
ReplyDeleteCindy wins.
ReplyDelete