Vault Dweller said:
Player examines the apparatus again and find on/off button he did not notice before
Well, here's the thing. You were asking me how I'd DM situations like this. The simple answer is, I wouldn't.
Things like the Academy and the necklace thing are about like a DM saying, "Okay, you're at a fork in the dungeon. You can go East or West here." The players vote and say, "We'll go East." Then you, the DM say, "Okay, everyone dies. Give me your character sheets."
That's basically how this is. You have a choice to make and if you pick the wrong one, you get utterly screwed with no way to unscrew yourself.
Korak said:
This is true. And we certainly tried to put in as many options as possible. Of course, in the end you can't anticipate every choice the player would want to make and account for it.
Um.. What? You can't anticipate a player clicking on a dialogue choice or option you scripted?
But I'd argue we did a better job than most games, where the choices are "Be nice" or "Fight!"
I'm sorry, did I miss the choices after removing the necklace or getting booted out of the Academy?
I don't have time to go point here, and I'm not sure I it'd do any good, anyway. I think we just fundamentally disagree. You obviously didn't like the moment, but as we saw on the posting list, some people did. I like it, and as a designer it was my bet that the moment would please more people than it would piss off. If I was wrong about that it was a bad call on my part.
You're damned straight I didn't like the moment. How else was I supposed to react to it?
"Oh, HAHAHA! I just picked the wrong answer and got screwed out of the best area to train my Thaumaturgist! Now I have a useless party member until I can train her to be something else! Ho-ho! You nutty scriptors, you got me there!"
You have two choices if you pick wrong there. You can either deal with it, like I did and have a useless thaumaturgist tagging along, or you can reload. Forcing a player to reload because of a joke in the game is poor design.
Why is it poor? That's simple, you have an event in the game that's a 50/50 shot depending on what they're thinking about the riddle. If they miss it, they'll typically reload. Reloading is a break in the immersiveness of the game. It's a disruption in flow. You've gone from enjoying your place in the setting to something that arbitarily makes you deal with the fact you're no longer dealing with the game world to being knocked on the head that it's a computer program. It's bad karma, baby!
First off. Totally! It's absolutely an issue of balance. You know there are some games where you don't load at all. MMRPGs. And they drive me crazy, because I feel like nothing I do matters at all. Even death. Oops gotta walk 40 miles and pick up my corpse. On the other side games that make you reload every five minutes are infuriating.
There's a difference between loading because you couldn't win a fight to loading because you clicked a wrong dialogue choice.
Now about the necklace quest (which I am wholly responsible for). First off, if you have high Thaum and you examine the necklace you do get a warning.
Irony: I might not have had so low a thaumaturgy skill if I hadn't been kicked out of the Academy in the first place.
Even then, you're depending on a player either to not click that thing, or that they have a high thaumaturgist there to tell them not to do it. Either it boils down to forcing a skil on a party, ignoring the option for whatever reason, or reloading.
Now in the specific case of the necklace I think the argument can be that people couldn't be expected to know of the consequences of their action. But that's in fact why I like it. It's surprising. There's a logic to it-- it's not random, but it's something that the player might not see coming.
No, you're right here. Most players don't see things like clicking a choice and being given a GAME OVER screen coming. They're not surprised because it's a good thing, they're surprised because it's annoying.
But in moderation, I like surprises like this, even catastrophic ones. I'm not trying to torture players here, on the contrary, I'm trying to keep it interesting...
The load screen is not interesting.
This to me is very important in games, the player should be able to make mistakes and dire ones, sometimes even with the best of intentions. I hate it how many games there where it is impossible to screw up a quest. I want there to be danger of failure when I'm playing, and not just from getting killed by monsters.
I'm all for allowing the player to screw up. However, to screw up with little to no warning, or to pick a choice that screws them out of something incredibly beneficial with no chance at fixing the problem just isn't cool.
I have skills that should be used in these events, skills that would end up making the game
much better. Why aren't I given a chance to use them? I had a 33 SPEECH when I did the Academy thing. I had a 38 SPEECH when I did the Necklace thing. Why couldn't I talk the professor in to understanding why that choice was made? Why couldn't I bluff the guards or the husband that I had nothing to do with the death?
I have a group of thugs with me, with mean, nasty axe and sword skills. Why couldn't I threaten to rough up the old geezer with the riddle? Why couldn't I fight the guardians rather than just seeing a GAME OVER screen?
I had a decent enough thaumaturgy skill to see that it was enchanted. Why couldn't I present that evidence that the necklace was enchanted? It's not like it's much of a leap for anyone to know that the lady was "sick" and that it happened after the necklace was put on her. If need be, even allow the speaker of the party to jump in and back up the testimony with a little silver tonguing.
That's what good role playing is all about. A good DM would never kill off a party for removing a necklace.
especially if they didn't have any warning that removing it would kill her. "What? You want to remove it? Okay, you're all dead. Hand in your character sheets." It's just not done for a
very good reason.
Likewise, a good DM wouldn't say, "Okay, the King asks you, 'Would you build a fortress in the forest or on a cliff?', well? What? You guys picked forest? Hah! Wrong answer, the king throws you out. Okay, you'll have to walk to the next town to find something to do." This is also not done for a
very good reason.
That reason is, it sucks. I'm not sure what your argument even is at this point. Neither of those furthers gameplay in the least. In fact, it hinders gameplay. Tthey're bullshit choices because they screw the player. Those aren't options at all, because the consequences are so severe, so you might as well not even have them.
Since Vault Dweller brought up the DM thing, how long would you play with a DM that did things like that? Most certainly you wouldn't play with him very long, because he's a jerk.
Don't get me wrong here. I really like the game. However, those two things really, really detract from what is otherwise a very well done game in terms of scripting and design. If anything needs rescripting to flesh out the game better that I've seen in the game, it's those two things.