Midair
Learned
- Joined
- Apr 27, 2013
- Messages
- 101
I haven't seen much discussion of T:TON's new concept of crises, presented here at length. Obviously it is too early to know many details, but I thought it might be interesting to speculate on how the concept might work or hear opinions on how it should work.
It seems like a fairly big, new idea in crpg design, coming from established talent working on a real game no less. What are everyone's expectations or hopes for the concept? Has anyone thought up something similar before? My thoughts: will certain stats/skills get the most narrative content, like INT in Planescape? Is a crisis substantially different from a dialogue tree with skill checks? Is it too ambitious?
It seems like a fairly big, new idea in crpg design, coming from established talent working on a real game no less. What are everyone's expectations or hopes for the concept? Has anyone thought up something similar before? My thoughts: will certain stats/skills get the most narrative content, like INT in Planescape? Is a crisis substantially different from a dialogue tree with skill checks? Is it too ambitious?