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Kalin

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They're like low level loremasters at best.

"So this mantra sings to the game spirits..."
 

Roguey

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The problem is almost total lack of displaying the upside of law and order. You mostly just see the rape and pillage side. It's missing the high technology and clean streets of a Vault City to make the player thing "well maybe this is worth it".

You have that merchant in Caesar's camp. :M

Also, the way the Legion is depicted, it's totally dependent on Ceasar and should fall apart as soon as he dies (what's the point of supporting law and order if it's just going to descend into chaos?). I know that goes against the *lore*, but it's a writing failure.

Joshua Graham and several others outright state this. :M

However, something to keep in mind is that the nature of the Legion itself changes once they secure the Hoover Dam and go from a conquering force to a standing army. So who knows what the future would bring?
 

laclongquan

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You are dreaming Roguey

The basis of a Legion civil war is steep in history, both ancient, and very modern.

The fact that Legion society is made up of very recently conquered tribes and outright slaves. This is a recipe for civil war with absolutely no fucking way to avoid it. It's going to be a bloodbath with the tribes and the slaves are wanting to even the score.

It's absolutely non-negotiable and I can not see how the civil war wont break out.

The ongoing war with NCR and Legion's savage leadership is just icing on the cake. Though they are very big icing to be sure.
 
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Roguey

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The fact that Legion society is made up of very recently conquered tribes and outright slaves. This is a recipe for civil war with absolutely no fucking way to avoid it. It's going to be a bloodbath with the tribes and the slaves are wanting to even the score.

They've had their cultures erased and have 100% allegiance to Caesar, god among men.
 

DraQ

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To me, this is the most fundamental point. Players have to experience misery to experience joy - they have to experience defeat to know success. The only alternative is everything being 'meh'.

Of course, if everyone is special, no one is special. In a sense, the ideal game that popamoles long to is the heaven of christians. Sounds great in theory, but in pratice is an inspid endless experience of boredom. I think Orwell has a point when he says that “nearly all creators of utopia have resembled the man who has toothache, and therefore thinks happiness consists in not having toothache... whoever tries to imagine perfection simply reveals his own emptiness.” The causal developer wants to remove challenge out of the equation because this bothers him like a toothache. In his utopia there is no challenge, but if you remove challenge what else do you have? A fool's paradise in which nothing is meaningful. I was about to say that Sawyer's philosophy shows how his inclusive agenda tainted his design beliefs, but the reality is more blunt. He is a causal gamer who doesn't enjoy cRPGs. He should be designing a stealh game since he always plays Hitman so much.
Get a room, you two.
:M
It's a nice circlejerk you've set up there, but you forget about a few important things. A challenge implies some level of fairness. You can't just punish player randomly, you need to be able to show to the player that the failure is his fault, any you do this by demonstrating, in hindsight, how they had every means necessary to avoid the failure. The catch with bad builds and many other poorly designed "challenges" is that the crucial part of those means - the information - can only be obtained by failing. That's what separates mastery of a system from rote memorization.

Since player is, at least on the first playthrough, necessarily ignorant of many of your mechanical minutiae, including finer aspects of character building, it's only fair to treat builds as legitimate ways to play the game and player's choice of a build as simply player's declaration of the character they want to play and thus the way they want to play the game - in this case if a build doesn't work, then allowing it is misleading.

You are ignoring that most of the stuff that is fundamental to gameplay is related either directly or indirectly to character building.
Nope. I'm fully recognizing it. The thing is 99.9% of time you are not doing any character building but you still need gameplay. Builds may be definitive component of an RPG but can't be core gameplay.

which items should be improved (for instance, by crafting) or how to make a item more deadly (for instance, with alchemy)
(...) You celebrate (...) when you carefully strategy was successful.
Those are in no way exclusive to RPGs.

The only alternative of gameplay that is not governed by skills or stats is action games.
Or strategies. Or about every genre other than cRPGs.
Actually, they all have all sorts of stats too, the difference is that you can't change them - cRPGs are in the end just action OR tactical games with added ability to say what kind of gameplay do you want, and (ideally) correspondingly broadened spectrum of possible problem solutions.

But since action games are not really cRPGs
Action is orthogonal to RPGness.
+M

I understand why someone would like to think that way, but this is obviously wrong. Suppose I design a dungeon. Your next room is filled with a particular type of monster that you didn’t face until know, e.g., beholders. You enter the room using the same tactics you used before and you die like a dog. In this circumstance you can either cry like a baby, complaining that this is bad design because you couldn’t have known that those things were expecting you on the other side of the door, or you can take this with enthusiasm, as an opportunity to change tactics and try different things. Naturally, a solid cRPG with provide many occasions in which the player will be blindsided by things he doesn’t know without meta-knowledge including hidden traps, different monsters, you named it. Most of the fun lies in surpassing these challenges. Only a popamole player would dream of complaining about the necessity of meta-knowledge.
Rocks fall, everyone dies - the epitome of good challenge.
:roll:

The proper way would be to use something foreshadowing the kind of danger player is about to face. Of course, it doesn't have to be obvious or handed to the player on a silver platter.

Properly designed hidden traps can be anticipated at least based on the structural elements that could hide traps, possibly on other things like previous victims. Monsters have their habits, leave traces and there probably exist sources in gameworld containing compiled lore on various types of them.

In the end it's always better (and smarter) to play Indiana Jones than some hapless grunts participating in clearing minefields by massed infantry charge.
Repeatedly running blindly to your doom doesn't reward any sort of intelligence, planning or creative use of mechanics, neither does it provide any room for player agency - why would you want to reward persistence and persistence alone? Do you lack any other desirable traits you could use and thus want to bring cRPGs down to this lowest common denominator?
+M
Also room-corridor-room is shitty location design.

What is not cool is allowing every build to access or achieve the same things under the false pretenses that this is shit, trivial or pointless.
Another strawman. I see a pattern here.

Gating content is fine and perfectly desirable. However, critical path should be accessible to all builds and different builds should have similar amounts of content barred from them.

They are aware that they should understand complex mechanics...
...which is the polar opposite of rote memorization based on trial and error.

Ideally an ideal player - one that notices every detail (provided you include it), always reaches correct conclusions (provided they logically follow), is proactive when seeking information and never makes any mistakes (based on what he actually knows) should be able to reliably ironman a well designed game on his first try.

It's your job as a designer to achieve it while also making the game hard for any actual player. Killing the player is easy, what matters is killing the player in such way that they *know* they were morons.
Failure can be player's or developer's - and it's only player's failure if it's their fault. Since you have full control of your creation, if it's not player's fault, it's yours.
+M
Simple, isn't it?

Obviously, but the irony is that the developer is doing his job precisely when he is demanding unforeseen skill/stat checks that can gimp your character and other dangers that gives life to the game. What you fail to understand here is a very basic thing: If stats and skills are abstract representations of the abilities that are required to deal with the challenges presented by the gameplay, then these challenges should present themselves as a form of requirement of these stats and skills. When every stat and skill check is fluffy and is there just to make you feel awesome, it is because they doesn’t matter and the developer is not doing his job. When the combat is so easy that every build can surpass their challenges, it is because the character build is just a joke. Thus, what you want and what you say you want are opposite things.
How about:
Stats and skills are player's toolbox. The challenge is to prevail with incomplete toolbox of your choice, finding ways to compensate for missing tools or avoid the need for them completely. The challenge is not to pick the right tools, because you aren't revealing the details of the test, so the player can't know the right tools beyond the obvious. Extra goals may require specific tools as long as they aren't weighted to reward some to the exclusion of others.

You are confusing two things. Being able to make a bad build and being able to make a build that doesn’t fit the setting.
Both builds that don't fit the setting and builds that don't fit the adventure are builds that don't fit.

Besides, shapely elven princesses can't not fit PS since PS does connect to prime material plane - they simply don't fit the adventure - just like a bad build - except in a narrative rather than mechanical sense.

Do you know Vonnegut’s story “Harrison Bergeron”? It’s a dystopia about a society where people achieved the perfect equality by handicapping the well-endowed.
Which is where analogy breaks down. No one wants to handicap well-endowed builds, but to filter out the bad ones.

You can’t shine by making game breaking or super-effective builds anymore, because everyone needs to be on the same page.
So you can't get good bellyfeels the easy way by exploiting the weakness in the system? If a system is well designed then you shouldn't be able to break it by simple minmaxing. Super-effective builds aren't "well-endowed", they simply indicate that you have made a hammer game - packing solely a hammer (but a huge one) in player's toolbox transforms every problem into a nail, rendering smart play obsolete.
There is nothing good about giving player I-Win button, no matter its form.


But it adds a lot of value to the game! In fact, any game (not only cRPGs!) that it is not insulting to the players intelligence and abilities will require lots of meta-knowledge and understanding of the right choices, whether we are talking about a race game or a platformer. The only thing that is surprising is that popamole pseudo-cRPGs gamers complain about the very bedrock of every decent game.
False and that's actually the best argument for randomization - voiding as much meta knowledge as possible.

But every real challenge created by a developer is a “forced trial-and-error”. In fact, everything in a cRPG is to some degree forced. It would be an illusion to think otherwise. The only real question is whether the forced trial-and-error makes sense and rewards patience and planning or not.
You still don't get it. Trial and error rewards perseverance - and just that. *Real* challenge can be solved. Well designed challenges take measures to render trial and error impractical.

Not good enough. If intelligence involves solving problems by persuading people, you can’t persuade them without specific skills. If solving problems requires fixing a computer, you can’t fix it without a specific skill. If solving problems requires doing math, you can’t solve them without a specific skill.
Bloody fuck you are obtuse.

If the game has any complex systems and player is using them as intended, player can use his OWN intelligence to solve problems in game. Whether it's by smart combat tactics, or smart environment manipulation, or smart NPC/monster manipulation or whatever, they are solving problems in game using their own intelligence score and you can't do a damn thing about it because player is simply performing a lot of basic actions in no way dependent on intelligence (like picking up and dropping objects or using a weapon) and since your game isn't fucking SHODAN it can't tell if player acts according to some overarching cunning plan they shouldn't be able to enact since their character is a moron.

The only way around it is cutting out complex mechanics and interesting gameplay to box as much of your resolutions into singular simple rolls.
Congratulations, you have created something even shittier than modern cutscene rollercoaster because for same amount of interactivity and gameplay you don't even get the visuals.
:bravo:
 

Kev Inkline

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A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag.
Aggregated statistics over RPGCodex forum content reveal that of the threads not discussing PoE, 90% treat FNV, no matter what the original topic.
 

laclongquan

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The fact that Legion society is made up of very recently conquered tribes and outright slaves. This is a recipe for civil war with absolutely no fucking way to avoid it. It's going to be a bloodbath with the tribes and the slaves are wanting to even the score.

They've had their cultures erased and have 100% allegiance to Caesar, god among men.

Suck me, please! I promise I wont come in your mouth. And the check is totally in the mail.
 
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The fact that Legion society is made up of very recently conquered tribes and outright slaves. This is a recipe for civil war with absolutely no fucking way to avoid it. It's going to be a bloodbath with the tribes and the slaves are wanting to even the score.

They've had their cultures erased and have 100% allegiance to Caesar, god among men.
Doesn't Boone tell you after you kill him that it doesn't matter since NCR intelligence believes he has a perfectly stable line of succession with an heir anyway?
 

Tommy Wiseau

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The Legion aren't supposed to be morally ambiguous, you either believe harsh authoritarianism is worth law and order or you don't.
The problem is almost total lack of displaying the upside of law and order. You mostly just see the rape and pillage side. It's missing the high technology and clean streets of a Vault City to make the player thing "well maybe this is worth it".

Also, the way the Legion is depicted, it's totally dependent on Ceasar and should fall apart as soon as he dies (what's the point of supporting law and order if it's just going to descend into chaos?). I know that goes against the *lore*, but it's a writing failure.

It's not a writing failure. The ideology the legion embodies is.
 
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To me, this is the most fundamental point. Players have to experience misery to experience joy - they have to experience defeat to know success. The only alternative is everything being 'meh'.

Of course, if everyone is special, no one is special. In a sense, the ideal game that popamoles long to is the heaven of christians. Sounds great in theory, but in pratice is an inspid endless experience of boredom. I think Orwell has a point when he says that “nearly all creators of utopia have resembled the man who has toothache, and therefore thinks happiness consists in not having toothache... whoever tries to imagine perfection simply reveals his own emptiness.” The causal developer wants to remove challenge out of the equation because this bothers him like a toothache. In his utopia there is no challenge, but if you remove challenge what else do you have? A fool's paradise in which nothing is meaningful. I was about to say that Sawyer's philosophy shows how his inclusive agenda tainted his design beliefs, but the reality is more blunt. He is a causal gamer who doesn't enjoy cRPGs. He should be designing a stealh game since he always plays Hitman so much.

The "everyone is special, no one is special" aspect is debatable, and something GM's have struggled with for years, but there's a solution - in a party-based game (or PNP campaign), everyone can be special if the system mechanics allow for it: often the goal is to make everyone have something specific they shine at that contributes to the end goal for the entire party. Often, companions are designed that way as well (Bone-Nose in F2 = He's a tank, runs interference, and he's good at it). When it comes to making everyone special and not outshining anyone else, it's like designing a heist movie (or arguably, a superhero campaign), and it's entirely possible.

The (no doubt rage-inducing) example I often cite b/c of popularity is The Crystal Shard by RA Salvatore - each "player character" in the book contributes to the plot's success in their own way using their own specific powers and skill set (or cultural ties), and it's made clear that if even one of them wasn't there, victory would have been anywhere from difficult to impossible (even Regis the halfling). That's how you make everyone special without diminishing everyone else.

We had that challenge in the Fallout Van Buren PNP game, and the challenge wasn't often the char. gen systems, but the threats the digital GM would throw at the player (social, physical, exploratory, etc.).
 
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Lurker King

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The "everyone is special, no one is special" aspect is debatable, and something GM's have struggled with for years, but there's a solution - in a party-based game (or PNP campaign), everyone can be special if the system mechanics allow for it: often the goal is to make everyone have something specific they shine at that contributes to the end goal for the entire party. Often, companions are designed that way as well (Bone-Nose in F2 = He's a tank, runs interference, and he's good at it). When it comes to making everyone special and not outshining anyone else, it's like designing a heist movie (or arguably, a superhero campaign), and it's entirely possible.

The (no doubt rage-inducing) example I often cite b/c of popularity is The Crystal Shard by RA Salvatore - each "player character" in the book contributes to the plot's success in their own way using their own specific powers and skill set (or cultural ties), and it's made clear that if even one of them wasn't there, victory would have been anywhere from difficult to impossible (even Regis the halfling). That's how you make everyone special without diminishing everyone else.

We had that challenge in the Fallout Van Buren PNP game, and the challenge wasn't often the char. gen systems, but the threats the digital GM would throw at the player (social, physical, exploratory, etc.).

Interesting point, but I suspect that there are some flaws in your reasoning. First, in a PNP campaign, every player should have a role because it is a cooperative endeavor. cRPGs, with the exception of MMOs, are not cooperative endeavors. It’s the player against the challenges presented by the game world. Hence, we shouldn’t talk as if every single player should feel rewarded in the same way that different teammates should feel rewarded in a PnP campaign. You can see that this multiple roles teamwork mentality ignore important differences between cRPGs and PnP because cRPG players are always making different, and unexpected, combinations (teams of wizards, etc.) and bragging about it.

Second, the fact that every player should have a role in a PnP campaign doesn’t imply that every player should feel rewarded no matter what. For instance, in order to be a good cleric a player needs to understand the mechanics properly, know when to use the right spell at the right moment, realize that there is a resource management going on in the use of spells, etc. Players have many responsibilities and duties. Thus, an interesting campaign will require a proper understanding of these responsibilities. The idea that everyone should feel special here is at odds with the demanding nature of the game.

Third, the talk about super heroes is somewhat misleading because either they are born with a specific set of super-abilities or receive this set of abilities after a given event. With the exception of the likes of Batman, they provide no input on their abilities. Players, on the other hand, have to craft their own character. You could object that you could have a campaign with premade characters, but they would still have to understand the premade characters properly – personally, I think that using premade characters are a impoverish experience.

Fourth, the threats that a GM throw at the player are tied to the choices made during character building – your social skills affect the way you can handle the social challenges, etc. There is no middle ground position in this: We should either assume that your skills determine your choices, or drop skill and stats altogether and allow the player to figure everything by herself, including combat.
 
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Vaarna_Aarne

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The "everyone is special, no one is special" aspect is debatable, and something GM's have struggled with for years, but there's a solution - in a party-based game (or PNP campaign), everyone can be special if the system mechanics allow for it: often the goal is to make everyone have something specific they shine at that contributes to the end goal for the entire party. Often, companions are designed that way as well (Bone-Nose in F2 = He's a tank, runs interference, and he's good at it). When it comes to making everyone special and not outshining anyone else, it's like designing a heist movie (or arguably, a superhero campaign), and it's entirely possible.

The (no doubt rage-inducing) example I often cite b/c of popularity is The Crystal Shard by RA Salvatore - each "player character" in the book contributes to the plot's success in their own way using their own specific powers and skill set (or cultural ties), and it's made clear that if even one of them wasn't there, victory would have been anywhere from difficult to impossible (even Regis the halfling). That's how you make everyone special without diminishing everyone else.

We had that challenge in the Fallout Van Buren PNP game, and the challenge wasn't often the char. gen systems, but the threats the digital GM would throw at the player (social, physical, exploratory, etc.).
Superheroes seems like the ideal genre to run thought experiments and practise this, particularly if the party/team has high plurality in what their "objective" power level is. Once one learns how to Morrison it and have the two heavyweights of the team be at such extreme ends of this spectrum like Batman and Superman, then it starts to get a lot easier. This becomes particularly true once more exotic and immediately more useless seeming powers turn out to be far more effective than one might initially imagine. A great example of the latter in comics would be JoJo's Bizarre Adventure where it's downright the norm that the impractical and the oddball Stand powers prove oftentimes far more dangerous than straight-up fighting powers. This sort of wild variation in powers is obviously much easier to experiment with in pen and paper than video games though, given that our computers can't quite handle scenarios where a modicum of mathematical balance doesn't exist or adapt to deviations from intented design.

Overall, I believe the core problem for this question in achieving this is that most GMs (and game developers) all too readily resort to a pitched battle as their go-to action sequence. There is a lot more to action than merely fighting, and while it might be more effort to construct action setpieces that incorporate multiple approaches and forms of action and ticking clocks, I find that the result is often much of exciting and engaging when there's more to it than tactics and resource management. Of course, after such a long time in PnP I've reached the point where the first thing that runs through my mind when I get described another orc (or whatever) trash mob random encounter is to briefly consider slitting my own wrists or bludgeoning myself about the head with a steel pipe or a baseball bat.

Related to prior, I often feel that as a genre RPGs have been especially hurt by the focus resource management has placed on attrition.

Third, the talk about super heroes is somewhat misleading because either they are born with a specific set of super-abilities or receive this set of abilities after a given event. With the exception of the likes of Batman, they provide no input on their abilities. Players, on the other hand, have to craft their own character. You could object that you could have a campaign with premade characters, but they would still have to understand the premade characters properly – personally, I think that using premade characters are a impoverish experience.
Fundamentally there is no difference between a superhero's powers and a classic RPG class-based character system. Except that superheroes often possess powers and abilities on a scope which offer possibilities for far more radical creative applications both in combat and out. A textbook example of this being combining powers and abilities for greater combined effect, like the very old school Fastball Special.
 
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laclongquan

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The fact that Legion society is made up of very recently conquered tribes and outright slaves. This is a recipe for civil war with absolutely no fucking way to avoid it. It's going to be a bloodbath with the tribes and the slaves are wanting to even the score.

They've had their cultures erased and have 100% allegiance to Caesar, god among men.
Doesn't Boone tell you after you kill him that it doesn't matter since NCR intelligence believes he has a perfectly stable line of succession with an heir anyway?
"A perfectly stable line of succession " is something of a decadent political behaviour that current Legion society just doesnt have the need to respect. You think Alexander doesnt have his successor line up? Hah.
NCR Intelligence may believe it, because they found evidence of it. BUT they are an intelligence outfit, not a political outfit, so their judgement in this case is just plain suspect.
Now then, let's say Caesar's current number two going up to step into his dead shoe.
One, he doesnt have the political capital of a founding father that Caesar had. He doesnt have the mythical omph to unite different factions.
Two, he's the second in command for a reason: he keep going out to squash rebellions and or dissents. AKA he's probabbly the most hated man in the entire Legion land. It's part of his job's description.
Now riddle me this: how the hell do you expect him to keep his rivals from uniting the conficted/conquered tribes into rival power to keep themselves safe from him?
 
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Fundamentally there is no difference between a superhero's powers and a classic RPG class-based character system. Except that superheroes often possess powers and abilities on a scope which offer possibilities for far more radical creative applications both in combat and out. A textbook example of this being combining powers and abilities for greater combined effect, like the very old school Fastball Special.

The point of this particular discussion is whether players should feel rewarded despite a lack of knowledge about character building. If a superhero character is premade, we are talking about something that is very different from class-based character system for the simple reason that you should build your own character. If they are not premade, the problem of whether we should expect knowledge about character build remain. In both cases, we don’t gain much by bringing superheroes in this discussion.
 
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"A perfectly stable line of succession " is something of a decadent political behaviour that current Legion society just doesnt have the need to respect. You think Alexander doesnt have his successor line up? Hah.
NCR Intelligence may believe it, because they found evidence of it. BUT they are an intelligence outfit, not a political outfit, so their judgement in this case is just plain suspect.
Now then, let's say Caesar's current number two going up to step into his dead shoe.
One, he doesnt have the political capital of a founding father that Caesar had. He doesnt have the mythical omph to unite different factions.
Two, he's the second in command for a reason: he keep going out to squash rebellions and or dissents. AKA he's probabbly the most hated man in the entire Legion land. It's part of his job's description.
Now riddle me this: how the hell do you expect him to keep his rivals from uniting the conficted/conquered tribes into rival power to keep themselves safe from him?
Alexander didn't have his successor lined up, though. That's exactly the problem. His child wasn't even born until months after his death, and since he was only an infant throughout Perdiccas' regency, all of Alexander's generals pretty much completely ignored his claim and used the territories they were given to govern at the partition of babylon (which would not have happened if Alexander had a stable heir) as staging grounds for their own conquests. If he was a teenager or an adult when Alexander died, I imagine it would've been a very different situation. I can certainly guarantee it, because when Alexander's father died after having basically fucktoupled Macedon's territory to include Illyria, Thrace, and all of Greece sans-Sparta, the realm didn't collapse upon his death.

We don't actually know anything about Caesar's heir, but if we're assuming a Legion victory in which he gets his brain tumour cured in the process, I'm willing to bet Caesar's going to live long enough to have the kid groomed for the role of Imperator when he kicks the bucket.
 

laclongquan

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When Philip the Great died Alexander is a pretty much a noted general famous for his tactics. Coupled with his pedigree and no one wanted to fuck with Alexander.

By generally accepted rule of succession, Alexander's heir would be the upcoming son to be born. Failing that, he got an adult half brother. But did his generals pay any attention to such civilized rule? Oh noes, they carve his empire out like so much pieces of pie. The supposedly heirs just got to be figureheads.

DO you ever wonder why that aging and ill Caesar has to venture to the frontline of battlefield, the Hoover Dam, instead of staying back in the headquarter, safe and sound to work paperwork? I assure you, legion land would produce shitloads of paperwork that need his personal attention.

That is because Hoover Dam concentrate most of Legion mobile force and he can not trust anyone else to command it.

Do you wonder why his second in command stay at the frontline with Caesar instead of safely back at Headquarter, whipping the rear echelon motherfuckers into doing their paperworks? Even if he's not much of a paperpusher himself, because the presence of a boss will work wonder on bureaucrats.

Because whoever control Headquarter can control much of the entire LEgion lands, and Caesar can not trust his second in command with that control.

They are in that kind of vicious power control like that.

Yeah, you just keep talking about Legion's line of succession as if it worth a damn to them.
 
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vivec

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To me, this is the most fundamental point. Players have to experience misery to experience joy - they have to experience defeat to know success. The only alternative is everything being 'meh'.

Of course, if everyone is special, no one is special. In a sense, the ideal game that popamoles long to is the heaven of christians. Sounds great in theory, but in pratice is an inspid endless experience of boredom. I think Orwell has a point when he says that “nearly all creators of utopia have resembled the man who has toothache, and therefore thinks happiness consists in not having toothache... whoever tries to imagine perfection simply reveals his own emptiness.” The causal developer wants to remove challenge out of the equation because this bothers him like a toothache. In his utopia there is no challenge, but if you remove challenge what else do you have? A fool's paradise in which nothing is meaningful. I was about to say that Sawyer's philosophy shows how his inclusive agenda tainted his design beliefs, but the reality is more blunt. He is a causal gamer who doesn't enjoy cRPGs. He should be designing a stealh game since he always plays Hitman so much.

The "everyone is special, no one is special" aspect is debatable, and something GM's have struggled with for years, but there's a solution - in a party-based game (or PNP campaign), everyone can be special if the system mechanics allow for it: often the goal is to make everyone have something specific they shine at that contributes to the end goal for the entire party. Often, companions are designed that way as well (Bone-Nose in F2 = He's a tank, runs interference, and he's good at it). When it comes to making everyone special and not outshining anyone else, it's like designing a heist movie (or arguably, a superhero campaign), and it's entirely possible.

The (no doubt rage-inducing) example I often cite b/c of popularity is The Crystal Shard by RA Salvatore - each "player character" in the book contributes to the plot's success in their own way using their own specific powers and skill set (or cultural ties), and it's made clear that if even one of them wasn't there, victory would have been anywhere from difficult to impossible (even Regis the halfling). That's how you make everyone special without diminishing everyone else.

We had that challenge in the Fallout Van Buren PNP game, and the challenge wasn't often the char. gen systems, but the threats the digital GM would throw at the player (social, physical, exploratory, etc.).


I could not agree more. However, as a GM I often run into a problem that the player simply does not understand the character generation system or often enough makes silly errors that make the character gimped.

Thus the real question in PnP is as complex as in a computer game even more complex oftentimes because PnP tends to have way more depth. That is where the GM-philosophy branches. One branch says that eliminate the Gimping choices, so all the players can shine equally. The other says that change the story to suit the need of the time. The latter is what I practice. One can imagine that this is obviously a PnP specific option. It is next to impossible in a cRPG. But then, cRPG comes with another feature that PnP does not have and thus compensates for the difference: Save reload. This I think makes cRPG more amenable to flexible character creation, where you don't have to worry about the PC coming up with horrible choices (Monk/Bard hybrid a la D&D). If theplayer does not like the result he can just reload and start anew.
 
Self-Ejected

Lurker King

Self-Ejected
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A challenge implies some level of fairness. You can't just punish player randomly, you need to be able to show to the player that the failure is his fault, any you do this by demonstrating, in hindsight, how they had every means necessary to avoid the failure. The catch with bad builds and many other poorly designed "challenges" is that the crucial part of those means - the information - can only be obtained by failing. That's what separates mastery of a system from rote memorization.

Are we having a discussion here, or are you going to repeat the same things and ignore my arguments? If any failure that requires meta-knowledge is “random”, then race games, platformers, strategy games, FPS and almost every other genre in existence will be poorly designed because they all require meta-knowledge. The mastery of a system requires failing, because you obviously can’t know a priori what will be the effects of a particular build in every context. That is so obvious that I’m embarrass to try to convince someone of this, especially in a place that was supposed to have cRPG connoisseurs.

Since player is, at least on the first playthrough, necessarily ignorant of many of your mechanical minutiae, including finer aspects of character building, it's only fair to treat builds as legitimate ways to play the game and player's choice of a build as simply player's declaration of the character they want to play and thus the way they want to play the game - in this case if a build doesn't work, then allowing it is misleading.

Let me get this straight: If players can’t make a successful build without dying many times, then developers shouldn’t require them to die many times. Character builds should express players’ preferences and they should be respected. By that logic, if you can’t make a successful hand on the first time you play poker, bad hands shouldn’t be allowed in the game, because the way you deal your hand should express your preferences and they should be respected. If you can win a game of chess on your first game, then bad movies shouldn’t be allowed in a game of chess, because any player move express a player preference and should be respected. That must be the most asinine thing I ever heard on the whole fuck internet, and that is saying something.

The thing is 99.9% of time you are not doing any character building but you still need gameplay. Builds may be definitive component of an RPG but can't be core gameplay.

I already explained this before, but since you insist on ignoring the point, I will repeat: Character building is not just a fixed moment at the beginning of the game, but if it is done properly, it will encompass every single gameplay element. Leveling up, considering whether your THC will be good enough to beat your opponent, whether you should use a fast attack, how many APs you should use, how many experience points you should allocate to a particular skill in order to beat a encounter, or what type of consumables you should buy in order to beat fight, whether you will succeed or not in a skill or stat check, all these actions are nothing more than a natural extension of the same type of calculus you make in character building. First, you distribute some points to the stats and skills of your character, and then you nurture it as the game progress and your previous choices will decide whether you move on or not.

which items should be improved (for instance, by crafting) or how to make a item more deadly (for instance, with alchemy) (...) You celebrate (...) when you carefully strategy was successful.
Those are in no way exclusive to RPGs.

Of course not, because cRPGs can encompass many different elements from other genres, or maybe there are other genres are stealing stuff from cRPGs? What matter is whether these things depends of character building and skill/stat points allocation. They do. So you are wrong.

The only alternative of gameplay that is not governed by skills or stats is action games. Or strategies. Or about every genre other than cRPGs.

Actually, they all have all sorts of stats too, the difference is that you can't change them.

The difference is that you can’t choose then and because you can’t choose then, your success in these games doesn’t depend on your choices of stat and skill distributions, but your choices after these previous configurations. Again, these are different genres, so no problems here.

Rocks fall, everyone dies - the epitome of good challenge.

No, the epitome of good challenge is never suffering from unforeseen events, because special snowflakes like you don’t want to die. The epitome of challenge is popamole games.

The proper way would be to use something foreshadowing the kind of danger player is about to face. Of course, it doesn't have to be obvious or handed to the player on a silver platter. Properly designed hidden traps can be anticipated at least based on the structural elements that could hide traps, possibly on other things like previous victims. Monsters have their habits, leave traces and there probably exist sources in game world containing compiled lore on various types of them

On one hand, these things are always expected in the game world. A room filled with beholders is expected in a dungeon. So you can’t complaint that this was a poorly designed challenge. But if you want your party to know beforehand that you had beholders in that room, because this would be shameless popamole handholding. If the trap was never activated, you shouldn’t be able to see it. In fact, I don’t believe that this types of tips makes such a difference. Suppose you see a bunch of bodies, you have zero points in traps and low perception. You step right into it and die. I’m sure that you will still consider this a poorly designed challenge. But it’s your fault that your character didn’t have high perception or the proper skills. Complaining that this is bad designed because you couldn’t have anticipated this danger without proper skills amounts to complaining that your failures shouldn’t be determined by character building and stat/skills distribution. That is the hidden agenda with this “poorly designed challenge” talk. You talk as if your choices and failures should be governed by stats and skills, but at the same thing you want the developer to prevent you from making poor choices that results from your poor skills. You can’t have the cake and eat it too.

In the end it's always better (and smarter) to play Indiana Jones than some hapless grunts participating in clearing minefields by massed infantry charge.

Translation: “In the end it’s always better to play Commander Shepard than some regular dude that dies like normal people”.

Repeatedly running blindly to your doom doesn't reward any sort of intelligence, planning or creative use of mechanics

Translation: “This game doesn’t reward any sort of reflex or interactions that we would expect from an ACTION GAME. cRPGs doesn’t provide player agency, because your choices are governed by stats and skill points”.

Neither does it provide any room for player agency - why would you want to reward persistence and persistence alone? Do you lack any other desirable traits you could use and thus want to bring cRPGs down to this lowest common denominator?

That is because you are wrongly equating player agency in cRPGs with player agency in action games. You want to destroy everything that puts cRPGs apart from the rest, because you don’t like cRPGs, even though you think you do. The player agency in cRPGs resolves around civic or combat choices that are governed by allocation of skills and stats. However, you think that character building is boring, that players shouldn’t be able to make bad builds, and players shouldn’t suffer from poor allocation of skill points, etc. If we follow this type of thinking while designing a cRPG, then we don’t have any more player agency left. But you don’t realize that because you want action games, not cRPGs.

However, critical path should be accessible to all builds and different builds should have similar amounts of content barred from them.

That is the awesome button mentality. The critical path should be accessible to all builds that are good enough. If you don’t allocate your skills properly and you can’t keep up with the progression of the game, then you only have yourself to blame.

It's your job as a designer to achieve it while also making the game hard for any actual player. Killing the player is easy, what matters is killing the player in such way that they *know* they were morons.

But that is because you are assuming that a game world should be a theme park to pander the player’s ego. If we are considering a dangerous game world with lots of dangerous missions and out of the ordinary situations, then it is obvious that the player should die much more than he does in most cRPGs. That is GAMEWORLD BUILDING 101. That fact it you would think that only a moron could die for an unseen danger shows how you were spoiled by developers pandering to your precious ego after all these years. You can't die, because you are so special. If the developer is killing you, he is a sadistic coward. No wonder we have so many players here playing the latest AAA on their steam accounts. Popamole games are the perfect evolution of the many design vices that still hinder the progress of cRPGs to this day.

How about: Stats and skills are player's toolbox. The challenge is to prevail with incomplete toolbox of your choice, finding ways to compensate for missing tools or avoid the need for them completely. The challenge is not to pick the right tools, because you aren't revealing the details of the test, so the player can't know the right tools beyond the obvious. Extra goals may require specific tools as long as they aren't weighted to reward some to the exclusion of others.

The challenge is to develop an understanding of both the system and the game world, which allows you to pick the proper tools and make the best choices based on them, which include a myriad of things such as combat tactics, positioning, resource management, equipping stuff, deciding which route to follow, etc. If you are not required to have a proper understanding of the game world, then the developer failed in her task, because you can’t access every path using the same tools.

Do you know Vonnegut’s story “Harrison Bergeron”? It’s a dystopia about a society where people achieved the perfect equality by handicapping the well-endowed.
Which is where analogy breaks down. No one wants to handicap well-endowed builds, but to filter out the bad ones.

But the end result is the same. You want to artificially guarantee that everyone should be well-endowed because you are assuming that the inequalities that results from player’s intelligence in character building is a bad thing by default and shouldn’t allowed. This makes stat and skills completely pointless.

If a system is well designed then you shouldn't be able to break it by simple minmaxing.

Because (1) you are assuming that a good system ensures that every build is equally effective (hints: egalitarian prejudices); (2) you don’t care about the challenge involved in making effective builds; (3) you don’t care whether build egalitarianism will discourage gifted players from trying more effective or inovating combinations; (4) you ignore that in complex systems some solutions will be more effective than others; (5) you don’t like cRPGs, character building, etc. To sum up: because you are assuming all the wrong things because you hate cRPGs or you are confusing cRPGs with action games.

But it adds a lot of value to the game! In fact, any game (not only cRPGs!) that it is not insulting to the players intelligence and abilities will require lots of meta-knowledge and understanding of the right choices, whether we are talking about a race game or a platformer. The only thing that is surprising is that popamole pseudo-cRPGs gamers complain about the very bedrock of every decent game.
False and that's actually the best argument for randomization - voiding as much meta knowledge as possible.

By that logic a race track in a race game and the game world in super Mario should be random? Are you going to bite the bullet and accept this absurd conclusion? LOL. Be my guest.

If the game has any complex systems and player is using them as intended, player can use his OWN intelligence to solve problems in game. Whether it's by smart combat tactics, or smart environment manipulation, or smart NPC/monster manipulation or whatever, they are solving problems in game using their own intelligence score and you can't do a damn thing about it .

Of course he is going to use his own intelligence to make the best builds, but that is precisely my point. Good cRPGs rewards player’s intelligence. They reward the well thought out builds and punish bad builds. Your point of view tends to neutralize player’s intelligence and rewards laziness and poor decision-making. The fact that intelligence as a stat can’t override the player’s own intelligence is a glaring red herring in this discussion because the player can’t tell his character to make a choice that will only be available to a character with a given number in INT. The skill checks governed by intelligence will still be the same. Requiring that either the stat should govern everything or should be abandoned because you are assuming an arbitrary definition of intelligence and think that stats should be completely realistic doesn’t mean jack, because we have severe technological limitations. Let’s remove cities from cRPGs then, because real cities having thousands of citizens, and while we are at, let’s remove inventories, because players have a whole storage shed in their asses, but that it is unrealistic.

Congratulations, you have created something even shittier than modern cutscene rollercoaster because for same amount of interactivity and gameplay you don't even get the visuals

I think I'm having a clearer image of what it's at stake. cRPGs are incredibly hard to make, because they encompass different complex systems. Half a dozen understood the combat part of it and the challenge that makes cRPGs tick, but they abandoned game design a long time ago. Others understood the civil part of it, but never understood the importance of challenge. They were popamoles who knew how to provide C&C, but without the punishing part. They took the helms of game design and the result is that character building is useless as an appendix. Now we have a bunch of shallow games that provide the illusion of character building, have shitty combat system, inexistent resource management, pander to player’s ego all the time. As time went by, a whole new caste of players and developers was created that wouldn’t know a cRPG looks like if we shove them under their noses. The values were inverted. Punishing players for bad builds is bad. Rewarding players for their ignorance is desirable. Complexity in character building should be avoided at all costs. Players should have the risks telegraphed to them to prevent any risks of pandering their egos. RIP PC MASTER RACE!
 
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Grumpy Grognard

Inn Between Worlds
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If you can't create a 'mechanically bad' character build (a dumb mage, a weak fighter), there's almost no fucking point in a character creation system at all. It's just cosmetics by numbers/ability choices.


A good cRPG accounts for shit like this.

You can take a party of 'bad' builds and have a fucking interesting and enjoyable time.
If the gameworld, the story content and the combat/exploration/interpersonal mechanics are well fleshed out, you can take a party of bloody leprous gnome door-to-door prune-juice salesmen *and the game is still fun*.

Take a party of min/maxed 'good' builds - take a game set in, I dunno, a teen movie - say, Porky's, where the goal is to get laid and get wasted.
Is it fun to roll a party of knucklehead jocks who can biff their way through every situation, and catch the eye of the ladies? It should be, but like the leprous gnome salesmen, the range of encounters they face should prove interesting and challenging.

Thirdly - take a 'well-balanced' party - the classic Tolkien/Dragonlance/Salvatore whatever crew. A fighter, a thief, a mage, a decent fry cook, someone who can change a tyre, blah blah blah. Swiss-army knife party.
In a well-balanced cRPG, there should be significant risks associated with this approach. More commonly, the tradeoff is 'utility vs combat effectiveness' - as that's probably the most effective solution from a design perspective. It can be more interesting than that mechanically - for example, if encounters/systems can split your party - requiring you to adapt without every tool at your disposal.

Pun intended.
 

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