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jester

Member Since 13 Dec 2003
Offline Last Active Nov 05 2007 01:16 PM

Posts I've Made

In Topic: Rupert the dye merchant - v3.0.0

23 February 2007 - 07:16 AM

There is a free spot in the CC? :-P

In Topic: Digging the Mod Out of the Grave

21 February 2007 - 11:21 AM

CRAP = Classic Roleplaying Adaptation Project

I like that one best.

Thanks for the reply, I was only kidding, but it does have a lot of interesting features. ....and it is no NOOOOOOOOo

NWN

okay thanks anyway. :-)

In Topic: Digging the Mod Out of the Grave

20 February 2007 - 02:34 PM

P.S: ..PRC ...SQL ...FYI...URL !!!

Hurray for the uninitiated! What digital divide?

In Topic: how about IWD2?

05 February 2007 - 09:41 AM

Good plan!

In Topic: Are you still playing Icewind Dale series?

31 August 2006 - 09:16 AM

I agree with the quest counter idea. It is much better than a timer. Basically the idea is to make it impossible to solve all quests in one setup. As for sidequest: Arcanum did not have that many sidequests, but the real world feeling of encountering stuff by simply heading in one direction was a quantum leap from the shopping list approach.

Also there should be downsides to accepting quests. I liked the approach ToEE took as stuff you did for Hommlet make someogf the people in Nulb like you less. Imagine you promised to save Nalia's keep then have a good nights sleep and some nice company. Lets say there was a quest counter and you did much of the other stuff. After a couple of weeks or days skulking about in Athkatla you meet an enraged Nalia again. This time the blame is on everybody, your party included. Sadly BG2 doesn't have an evil path so the example for the opposite  isn't possible,but you get my idea.
In Fallout you could do a lot of things the way you wanted to, but every action (Perhaps apart from that thing you did with the goat and nobody was watching. 'Turn around Sulik! I am having a private moment here.') had a reaction of sorts. I would like more of that.

Now some actions should endear you more to questgivers than others. In this respect tying it to quests might be a lot nicer than alignment which is mostly hard to play anyway. Don't think duality. Think you win a big fight against a bad guy and everybody knows it. This heightens your chance to be approached for the next brawling project, but lessens it perhaps for a diplomatic or sneaky quest.