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[Interview] Sword Coast Legends: A Classic Forgotten Realms Adventure - Our Exclusive Interview

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Comments

  • DolnorDolnor Member UncommonPosts: 32

    I agree.  Unbeknownst to most D&D players, the original white-box pamphlets TELLS players/GMs that these are NOT rules to be STRICTLY FOLLOWED bur are merely GUIDELINES for you to create YOUR OWN WORLD/RULES (capitalization is mine).

    But people love memorizing rules and manipulating the GM/DM in the game if possible.  Or finding a loop-hole to wiggle out of a difficult situation.  To those people, having any game system that doesn't DEMAND players/GMs follow their rules EXACTLY, means they can't have the upper hand in any play session.

    The best GMs/DMs are the ones that pick-and-choose rules that match their specific needs and to CREATE THEIR OWN rules and worlds.  It keeps the players thinking and promotes fully enjoyable sessions...expect for the by-the-written-rules-only players.

    Gygax and WotC recognized long ago that pushing the "FOLLOW OUR RULES or you're not playing D&D" increase revenue and drives the survivability of the company.  Hence, the current D&D world we currently play in.

    TQQdles™

  • BebonkinBebonkin Member UncommonPosts: 10

    I stopped reading at: "tactical pause and play combat".

     

    Sigh

  • Loke666Loke666 Member EpicPosts: 21,441
    Originally posted by Gazzooks

    I stopped reading at: "tactical pause and play combat".

    Sigh

    Same as Neverwinter nights had. But who cares, in NWN it was disabled in multiplayer and I am sure the same will be here.

    This is the type of game I enjoy to play with my friends, no solo anyways and even when I played solo in NWN I never paused anyway.

  • MetanolMetanol Member UncommonPosts: 248
    Originally posted by Loke666
    Originally posted by Gazzooks

    I stopped reading at: "tactical pause and play combat".

    Sigh

    Same as Neverwinter nights had. But who cares, in NWN it was disabled in multiplayer and I am sure the same will be here.

    This is the type of game I enjoy to play with my friends, no solo anyways and even when I played solo in NWN I never paused anyway.

    I just wanted to drop a few details here.

     

    In both Neverwinter Nights 1 & 2, every player could pause in cooperative play, by default. Persistant Worlds are a different thing, of course.

    Sadly, when we talk about cooperative gaming and D&D (Video games), there is no better alternative than pause and play system. A fully turn-based system would put too much down-time on players in parties of 3 - 6 and would not sell well for a big market. Even though it would be most accurate and also most fun, in my opinion.

    All cooperative D&D games on Infinity Engine had pause given as rights, the player hosting the server decided who could pause and who not in Baldur's Gate/Icewind Dale series. Those games could not be played without the pause, due to UI things etc. Or sure, could, but it would be insanely difficult.

     

    Then again, everyone has rights to their own form of playing and I am not like telling "play this way", I am merely saying how things were from my POV (+some facts)

    We?re all dead, just say it.

  • XarkoXarko Member EpicPosts: 1,180
    So persistent worlds as in NWN wont be happening ? Thats a shame
  • MetanolMetanol Member UncommonPosts: 248
    Originally posted by Xarko
    So persistent worlds as in NWN wont be happening ? Thats a shame

    If they make the game for 4 players + 1 DM, what can you expect?

    Surely, Persistant Worlds would be awesome, but at the current knowledge what we have, not a chance. But hey, lets not judge apples before biting? Sometimes green is better than red, aye?

    We?re all dead, just say it.

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