Title: Gygax Interview from Game Banshee. Post by: Signe on July 22, 2004, 09:14:47 PM He looks pretty healthy now, so I've taken him off my dead pool. Hopefully, I've not made a mistake. I'm still not convinced, however, that Lejendary Adventure will ever be completed.
Anyway, here you go: http://www.gamebanshee.com/interviews/garygygax1.php Title: Gygax Interview from Game Banshee. Post by: Anonymous on July 23, 2004, 08:31:31 AM I blame Gygax for level based MMOGs.
Title: Gygax Interview from Game Banshee. Post by: WayAbvPar on July 23, 2004, 08:48:07 AM I hope he is healthy enough to keep working soon. FWIW, I like the sound of LA (at least the PnP version). Skills > classes every time, and I like % skill checks better than D20.
Quote I blame Gygax for level based MMOGs. While most level-based games are based somewhat on D&D, I don't think you can hang that on Gygax. He isn't the unoriginal bastard who can't conceive of any other advancement scheme, after all. Title: Gygax Interview from Game Banshee. Post by: Anonymous on July 23, 2004, 12:05:06 PM I don't think developers are incapable of coming up with a different advancement scheme, I think there is a difficult time selling players on different advancement schemes.
For that, I blame Gygax. Title: Gygax Interview from Game Banshee. Post by: AOFanboi on July 24, 2004, 11:05:14 AM Quote from: Soulflame I don't think developers are incapable of coming up with a different advancement scheme, I think there is a difficult time selling players on different advancement schemes. But D&D, Rolemaster and the Palladium systems are relatively unique in that respect: Most newer PnP RPGs have no levels, but are skillbased (the Chaosium system) or point-based (most others). Surely there must be some way to get a company to see the error in their ways and implement a MMORPG with the GURPS (max IQ and DX for teh win!) or Champions/Hero (killing attacks in PvP only) rulesets? Title: Gary Gygax Post by: Vespasian on July 24, 2004, 08:31:41 PM While the AD&D ruleset does seem like the groundwork for all the level based MMOG crap today, it worked well in that system. Campaigns work fine when you have a good DM/GM to play God and keep people from bending rules stupid little rules and gray areas or doing things that drag the game down. The downfall of MMOG's is that you have to rely on hard code to do that, which players always find a way to exploit legally to their own advantage.
Title: Gygax Interview from Game Banshee. Post by: Alkiera on July 24, 2004, 10:03:34 PM Quote from: AOFanboi Surely there must be some way to get a company to see the error in their ways and implement a MMORPG with the GURPS (max IQ and DX for teh win!) or Champions/Hero (killing attacks in PvP only) rulesets? To me, CoH feels a lot like Hero, with a level system tacked on. They hide most of the numbers, but for some reason, the system feels like Hero... Unfortunately, it's not quite close enough. We really need to ditch levels, and even the 'lotsa levels' systems we call 'skill-based', like UO and SWG. IMHO, a points-based system, with some templates pre-made for beginners, a-la AC, are the way to go. Maximum flexibility, and if you go with a fairly well pre-balanced system like Hero seems to be, you don't get the wild 'build X is too powerful!!!11!' issues from the peanut gallery. In terms of CoH, give a starting character a buncha points, and let them choose their starting powers from that. Keep powers grouped as they are, with later powers being semi-dependant on some earlier ones, like the side pools are. Make even the side pools available at creation, and have characters start with a powerlist equivilent to a current level 6 or 8. Re-build all the content with that as a baseline, and reward characters with points for certain actions, (missions, saving people on street, etc... but not just kills, except in certain areas/cases), let them spend points to buy powers later in the pools they have. I think this could work, but apparently it's too risky from either a dev or invester point of view. -- Alkiera |