• What difficultly level do you play one?

    From JAB@21:1/5 to All on Sun Jul 7 10:23:16 2024
    This one came up on a channel for table top miniatures games but they
    did also talk about computer games. Now of course this is all personal preference as there's no right way to enjoy games but the main thrust of
    the argument was that the advantage of playing on easy mode (in the TT
    context that was interchangeable with social) was it gives you a lot
    more scope to be creative and play the game how you want and just try
    things out to see what happens.

    That's certain how I approach CRPG's. I don't want to go through
    numerous guides on how to build an optimal character, I want to pick
    what I fancy playing. My general strategy is start on normal mode and if
    it all becomes too much, which it often does as the game progresses and
    your character/party becomes progressively less optimal, change it to
    easy mode and carry on.

    One of the interesting parts they said is that if you're effectively
    going to use someone else's build then what not just watch them playing
    the game. Obviously that's a bit of hyperbole but I can understand their
    point.

    So for me, yep I play on easy mode.

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  • From Mike S.@21:1/5 to JAB on Sun Jul 7 08:02:47 2024
    On Sun, 7 Jul 2024 10:23:16 +0100, JAB <noway@nochance.com> wrote:

    So for me, yep I play on easy mode.

    If it is a strategy game, I play on the easiest difficulty and move up
    from there. I usually end up at one of the middle difficulties and
    don't go and higher. The only one I play at the harder settings is
    HOMM III because it is my favorite strategy game and I just got good
    at it from playing it so much.

    If it is an RPG, I play it at normal difficulty and leave it there.

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  • From candycanearter07@21:1/5 to Mike S on Sun Jul 7 13:50:04 2024
    Mike S <Mike_S@nowhere.com> wrote at 12:02 this Sunday (GMT):
    On Sun, 7 Jul 2024 10:23:16 +0100, JAB <noway@nochance.com> wrote:

    So for me, yep I play on easy mode.

    If it is a strategy game, I play on the easiest difficulty and move up
    from there. I usually end up at one of the middle difficulties and
    don't go and higher. The only one I play at the harder settings is
    HOMM III because it is my favorite strategy game and I just got good
    at it from playing it so much.

    If it is an RPG, I play it at normal difficulty and leave it there.


    Usually, I play at either normal, one below normal, or one above
    easiest..
    --
    user <candycane> is generated from /dev/urandom

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  • From Justisaur@21:1/5 to JAB on Sun Jul 7 08:48:11 2024
    On 7/7/2024 2:23 AM, JAB wrote:
    This one came up on a channel for table top miniatures games but they
    did also talk about computer games. Now of course this is all personal preference as there's no right way to enjoy games but the main thrust of
    the argument was that the advantage of playing on easy mode (in the TT context that was interchangeable with social) was it gives you a lot
    more scope to be creative and play the game how you want and just try
    things out to see what happens.

    That's certain how I approach CRPG's. I don't want to go through
    numerous guides on how to build an optimal character, I want to pick
    what I fancy playing. My general strategy is start on normal mode and if
    it all becomes too much, which it often does as the game progresses and
    your character/party becomes progressively less optimal, change it to
    easy mode and carry on.

    One of the interesting parts they said is that if you're effectively
    going to use someone else's build then what not just watch them playing
    the game. Obviously that's a bit of hyperbole but I can understand their point.

    So for me, yep I play on easy mode.

    I used to do that, or normal. Falout 3 started the cure for that, as the
    game is actually easier on the hardest difficulty because you level up
    much faster, and even though the enemies scale to you, your level makes
    you exponentially better. (with the 30 level cap from BS DLC, not so
    much just because enemies become annoying bullet sponges and aren't fun
    after level 20.)

    Dark Souls 3 finally fully cured me of that. I found I liked the
    challenge better. Sure I look up builds and weapons and whatnot, but I
    still try things out and change them to suit me, or abandon overused
    "op" build because they aren't fun, or the style just doesn't work for me.

    In fact I don't really like difficulty sliders at all now, as they tend
    to be much more poorly tuned, doing things like just turning the enemies
    into bullet sponges or one hit kills you on harder difficulties, and
    feels like just watching a movie with no challenge at lower difficulties.


    --
    -Justisaur

    ø-ø
    (\_/)\
    `-'\ `--.___,
    ¶¬'\( ,_.-'
    \\
    ^'

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  • From Dimensional Traveler@21:1/5 to JAB on Sun Jul 7 08:15:57 2024
    On 7/7/2024 2:23 AM, JAB wrote:
    This one came up on a channel for table top miniatures games but they
    did also talk about computer games. Now of course this is all personal preference as there's no right way to enjoy games but the main thrust of
    the argument was that the advantage of playing on easy mode (in the TT context that was interchangeable with social) was it gives you a lot
    more scope to be creative and play the game how you want and just try
    things out to see what happens.

    That's certain how I approach CRPG's. I don't want to go through
    numerous guides on how to build an optimal character, I want to pick
    what I fancy playing. My general strategy is start on normal mode and if
    it all becomes too much, which it often does as the game progresses and
    your character/party becomes progressively less optimal, change it to
    easy mode and carry on.

    One of the interesting parts they said is that if you're effectively
    going to use someone else's build then what not just watch them playing
    the game. Obviously that's a bit of hyperbole but I can understand their point.

    So for me, yep I play on easy mode.

    I'm much the same. I've had too much stress in my life and am getting
    to old to be in a constant adrenaline rush playing a game. I'm not
    playing to prove anything, I'm playing to have fun and relax.

    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.

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  • From Zersterer@21:1/5 to Mike S. on Sun Jul 7 12:51:05 2024
    Mike S. wrote:
    On Sun, 7 Jul 2024 10:23:16 +0100, JAB <noway@nochance.com> wrote:

    So for me, yep I play on easy mode.

    If it is a strategy game, I play on the easiest difficulty and move up
    from there. I usually end up at one of the middle difficulties and
    don't go and higher. The only one I play at the harder settings is
    HOMM III because it is my favorite strategy game and I just got good
    at it from playing it so much.

    If it is an RPG, I play it at normal difficulty and leave it there.

    I play Civilization at high difficulty to learn more of the game.

    I won the Wings of Liberty on Easy mode to cut through it like a knife
    through butter.

    Most RPGs I like to turn the difficltooooppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppp
    ppppppppppppppppppqwwwwwwwww

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  • From Mike S.@21:1/5 to spallshurgenson@gmail.com on Sun Jul 7 14:17:01 2024
    On Sun, 07 Jul 2024 13:28:35 -0400, Spalls Hurgenson <spallshurgenson@gmail.com> wrote:

    The way I look at it is: I've done my time banging my head against
    computer game difficulty. I've done the hard stuff. I've played Doom
    on Nightmare mode. I've flown Falcon 4.0 with max realism settings. I
    beat Syndicate: American Revolt. I've nothing to prove anymore. I
    shown I have the chops. If I want to go a bit easier nowadays, that's
    no problem. I've _earned_ my easy mode. ;-P

    I loved Syndicate and hated American Revolt precisely because of the
    difficulty introduced in that expansion. Congrats on finishing it. I
    never did.

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  • From Ant@21:1/5 to JAB on Sun Jul 7 20:12:33 2024
    JAB <noway@nochance.com> wrote:
    This one came up on a channel for table top miniatures games but they
    did also talk about computer games. Now of course this is all personal preference as there's no right way to enjoy games but the main thrust of
    the argument was that the advantage of playing on easy mode (in the TT context that was interchangeable with social) was it gives you a lot
    more scope to be creative and play the game how you want and just try
    things out to see what happens.

    That's certain how I approach CRPG's. I don't want to go through
    numerous guides on how to build an optimal character, I want to pick
    what I fancy playing. My general strategy is start on normal mode and if
    it all becomes too much, which it often does as the game progresses and
    your character/party becomes progressively less optimal, change it to
    easy mode and carry on.

    One of the interesting parts they said is that if you're effectively
    going to use someone else's build then what not just watch them playing
    the game. Obviously that's a bit of hyperbole but I can understand their point.

    So for me, yep I play on easy mode.

    Me too since the later levels get hard!
    --
    "[Jesus promised his disciples,] 'Ask, and it will be given to you; seek and you will find; knock and the door will be opened to you. For everyone who asks receives; he who seeks finds; and to him who knocks, the door will be opened.'" --Matthew 7:7-8.
    Unhappy tummy.
    Note: A fixed width font (Courier, Monospace, etc.) is required to see this signature correctly.
    /\___/\ Ant(Dude) @ http://aqfl.net & http://antfarm.home.dhs.org.
    / /\ /\ \ Please nuke ANT if replying by e-mail.
    | |o o| |
    \ _ /
    ( )

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  • From smaug@ereborbbs.duckdns.org@21:1/5 to JAB on Mon Jul 8 14:03:15 2024
    JAB <noway@nochance.com> wrote:
    This one came up on a channel for table top miniatures games but they
    did also talk about computer games. Now of course this is all personal preference as there's no right way to enjoy games but the main thrust of
    the argument was that the advantage of playing on easy mode (in the TT context that was interchangeable with social) was it gives you a lot
    more scope to be creative and play the game how you want and just try
    things out to see what happens.

    That's certain how I approach CRPG's. I don't want to go through
    numerous guides on how to build an optimal character, I want to pick
    what I fancy playing. My general strategy is start on normal mode and if
    it all becomes too much, which it often does as the game progresses and
    your character/party becomes progressively less optimal, change it to
    easy mode and carry on.

    One of the interesting parts they said is that if you're effectively
    going to use someone else's build then what not just watch them playing
    the game. Obviously that's a bit of hyperbole but I can understand their point.

    So for me, yep I play on easy mode.


    Normal mode. It implies it is the way is intended to work, so I do normal
    mode. Unless it's really too easy or hard. But that rarely is the case.

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  • From Xocyll@21:1/5 to All on Mon Jul 8 10:33:20 2024
    Mike S. <Mike_S@nowhere.com> looked up from reading the entrails of the
    porn spammer to utter "The Augury is good, the signs say:

    On Sun, 07 Jul 2024 13:28:35 -0400, Spalls Hurgenson ><spallshurgenson@gmail.com> wrote:

    The way I look at it is: I've done my time banging my head against
    computer game difficulty. I've done the hard stuff. I've played Doom
    on Nightmare mode. I've flown Falcon 4.0 with max realism settings. I
    beat Syndicate: American Revolt. I've nothing to prove anymore. I
    shown I have the chops. If I want to go a bit easier nowadays, that's
    no problem. I've _earned_ my easy mode. ;-P

    I loved Syndicate and hated American Revolt precisely because of the >difficulty introduced in that expansion. Congrats on finishing it. I
    never did.

    Both syndicates, Gauss guns ruled. Bad guys spawn, bad guys get
    vaporized. End of problem.

    Xocyll

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  • From JAB@21:1/5 to Mike S. on Mon Jul 8 21:26:56 2024
    On 07/07/2024 13:02, Mike S. wrote:
    On Sun, 7 Jul 2024 10:23:16 +0100, JAB <noway@nochance.com> wrote:

    So for me, yep I play on easy mode.

    If it is a strategy game, I play on the easiest difficulty and move up
    from there. I usually end up at one of the middle difficulties and
    don't go and higher. The only one I play at the harder settings is
    HOMM III because it is my favorite strategy game and I just got good
    at it from playing it so much.

    If it is an RPG, I play it at normal difficulty and leave it there.

    Strategy games I tend to treat slightly different and I'm unlikely to
    play on easy mode even if I'm struggling a bit as it kinda feels that
    then I missing the point of playing the game so the path is learn how to
    play better.

    Saying that in Field of Glory II I have dabbled with using the easy mode
    so I can try out army formations that I know just don't work but I want
    to see if I can get something out of them.

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  • From JAB@21:1/5 to Spalls Hurgenson on Mon Jul 8 21:38:49 2024
    On 07/07/2024 18:28, Spalls Hurgenson wrote:
    The way I look at it is: I've done my time banging my head against
    computer game difficulty. I've done the hard stuff. I've played Doom
    on Nightmare mode. I've flown Falcon 4.0 with max realism settings. I
    beat Syndicate: American Revolt. I've nothing to prove anymore. I
    shown I have the chops. If I want to go a bit easier nowadays, that's
    no problem. I've_earned_ my easy mode. 😜

    The only Falcon game I played was the original on the Atari ST. Boy did
    I try to learn that although I progressed with the actual mission play
    the one I really couldn't get the hang of was landing, kinda of
    important in a flight sim. In the end I gave up and went back to playing Gunship.

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  • From JAB@21:1/5 to Dimensional Traveler on Mon Jul 8 21:46:05 2024
    On 07/07/2024 16:15, Dimensional Traveler wrote:
    On 7/7/2024 2:23 AM, JAB wrote:
    This one came up on a channel for table top miniatures games but they
    did also talk about computer games. Now of course this is all personal
    preference as there's no right way to enjoy games but the main thrust
    of the argument was that the advantage of playing on easy mode (in the
    TT context that was interchangeable with social) was it gives you a
    lot more scope to be creative and play the game how you want and just
    try things out to see what happens.

    That's certain how I approach CRPG's. I don't want to go through
    numerous guides on how to build an optimal character, I want to pick
    what I fancy playing. My general strategy is start on normal mode and
    if it all becomes too much, which it often does as the game progresses
    and your character/party becomes progressively less optimal, change it
    to easy mode and carry on.

    One of the interesting parts they said is that if you're effectively
    going to use someone else's build then what not just watch them
    playing the game. Obviously that's a bit of hyperbole but I can
    understand their point.

    So for me, yep I play on easy mode.

    I'm much the same.  I've had too much stress in my life and am getting
    to old to be in a constant adrenaline rush playing a game.  I'm not
    playing to prove anything, I'm playing to have fun and relax.


    Even as early as Silent Hunter III my enjoyment for the 'difficult'
    parts was waning. So although I had a lot of the realism settings in
    place I did switch off having to do the torpedo targetting calculations yourself as that was a step over the line from enjoyable to painful. It
    also really took away the feeling of being in the middle of a battle.

    Strange really as when I look back at say Dungeon Master part of the fun
    was getting the graph paper out and making a map. Possibly games have
    swung too much they other way were it can feel like you're playing
    follow the quest marker. Another one I don't like is kneel behind a wall
    to recover health or the ability to 'long rest' in the middle of a dungeon.

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  • From Zaghadka@21:1/5 to All on Tue Jul 9 19:00:31 2024
    On Sun, 7 Jul 2024 10:23:16 +0100, in comp.sys.ibm.pc.games.action, JAB
    wrote:

    This one came up on a channel for table top miniatures games but they
    did also talk about computer games. Now of course this is all personal >preference as there's no right way to enjoy games but the main thrust of
    the argument was that the advantage of playing on easy mode (in the TT >context that was interchangeable with social) was it gives you a lot
    more scope to be creative and play the game how you want and just try
    things out to see what happens.

    That's certain how I approach CRPG's. I don't want to go through
    numerous guides on how to build an optimal character, I want to pick
    what I fancy playing. My general strategy is start on normal mode and if
    it all becomes too much, which it often does as the game progresses and
    your character/party becomes progressively less optimal, change it to
    easy mode and carry on.

    One of the interesting parts they said is that if you're effectively
    going to use someone else's build then what not just watch them playing
    the game. Obviously that's a bit of hyperbole but I can understand their >point.

    So for me, yep I play on easy mode.

    Usually normal. Some rpg games have unusually easy combat, then I crank
    it up to hard. Ubi's "Child of Light" is a good example of that.

    I also never play Ironman or suvival difficulties. I don't play video
    games to be more stressed out.

    My latest attempt at "hard" difficulty is KoTOR on the Switch. I
    remembered combats being easy so I cranked it up to hard. Then I
    discovered that "hard" means normal battles are still easy, and the
    cranked up boss stuff becomes a frustrating mess because of the interface
    and ally scripting. Simple things like: pause, adrenal alacrity
    injection, next character the same, next character the same, sudden
    realization that one of them never followed the order after you unpause.

    Another example: leaving two Sith elite up to the AI while you go murder
    4 or 5 dark Jedi only to find out that Carth and Bastilla have barely
    dealt with the two guys in the back. Meanwhile, they're chucking
    grenades. The level of micromanagement necessary to play at hard is an
    exercise in frustration.

    So I turned it back down to normal, and now the regular encounters are
    just as easy, and the boss encounters are just as murderously hard, but forgiving of all the interface, pathfinding, and combat script problems.

    So KoTOR is just "more fun" on normal. If a game is "more fun" on hard,
    that's where I set it.

    TL;DR: Yeah I play at "hard." Mostly I play at "whatever's fun."

    --
    Zag

    No one ever said on their deathbed, 'Gee, I wish I had
    spent more time alone with my computer.' ~Dan(i) Bunten

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  • From JAB@21:1/5 to Spalls Hurgenson on Wed Jul 10 09:28:12 2024
    On 09/07/2024 17:27, Spalls Hurgenson wrote:
    (Long resting in a dungeon is a different issue. I've no problem with
    it if it carries some risk. Although -at least in my tabletop game- if
    you think an 8-hour sleep is going to cure you of all ailments, you've
    got another think coming. A nap doesn't cure stab wounds in my
    campaigns 😉

    I can't remember where I first noticed it, maybe BG:II possibly and I
    kinda understand it as even compared to TT D&D CRPG's can be combat
    heavy but it still felt a bit like exploiting the game especially as the monsters seem to think, oh they're sleeping well we'll leave them to it
    until they wake up. I actually prefer having cooldown periods and
    regeneration. It amounts to the same thing but just feels less like
    cheating.

    Another one of my pet peeves, monsters that just inhabit rooms waiting
    to be killed by some passing adventurers. Do they never eat, sleep, work?

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  • From Zaghadka@21:1/5 to Spalls Hurgenson on Wed Jul 10 06:14:21 2024
    On Sun, 07 Jul 2024 13:28:35 -0400, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    On Sun, 7 Jul 2024 08:15:57 -0700, Dimensional Traveler
    <dtravel@sonic.net> wrote:

    On 7/7/2024 2:23 AM, JAB wrote:
    This one came up on a channel for table top miniatures games but they
    did also talk about computer games. Now of course this is all personal
    preference as there's no right way to enjoy games but the main thrust of >>> the argument was that the advantage of playing on easy mode (in the TT
    context that was interchangeable with social) was it gives you a lot
    more scope to be creative and play the game how you want and just try
    things out to see what happens.

    That's certain how I approach CRPG's. I don't want to go through
    numerous guides on how to build an optimal character, I want to pick
    what I fancy playing. My general strategy is start on normal mode and if >>> it all becomes too much, which it often does as the game progresses and
    your character/party becomes progressively less optimal, change it to
    easy mode and carry on.

    One of the interesting parts they said is that if you're effectively
    going to use someone else's build then what not just watch them playing
    the game. Obviously that's a bit of hyperbole but I can understand their >>> point.

    So for me, yep I play on easy mode.

    I'm much the same. I've had too much stress in my life and am getting
    to old to be in a constant adrenaline rush playing a game. I'm not
    playing to prove anything, I'm playing to have fun and relax.

    The way I look at it is: I've done my time banging my head against
    computer game difficulty. I've done the hard stuff. I've played Doom
    on Nightmare mode. I've flown Falcon 4.0 with max realism settings. I
    beat Syndicate: American Revolt. I've nothing to prove anymore. I
    shown I have the chops. If I want to go a bit easier nowadays, that's
    no problem. I've _earned_ my easy mode. ;-P

    True. I revisited BG 1 and 2. Then I played Pillars of Eternity which had
    its gameplay based on those games.

    I got about 1/3 of the way through PoE and thought, what the hell was I thinking back then? Baldur's Gate has RT combat? No. You mash the space
    bar every two to three seconds. You micromanage your party. You time
    fireballs so your own guys don't get cooked. You never use lightning bolt because, well... you can't aim a lightning bolt in those narrow corridor environments without it bouncing back into your own guys.

    Fiddly fiddly fiddly. Again, what. was. I. thinking?

    So most of all, I now refuse to play games where the "difficulty level"
    was something I once accepted, but now realize isn't very much fun. Games
    have come a long way in the fun department. So more than not playing on
    hard, there's a whole lot more of "I'm simply not playing that."

    --
    Zag

    No one ever said on their deathbed, 'Gee, I wish I had
    spent more time alone with my computer.' ~Dan(i) Bunten

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  • From Zaghadka@21:1/5 to All on Wed Jul 10 06:22:48 2024
    On Wed, 10 Jul 2024 09:28:12 +0100, in comp.sys.ibm.pc.games.action, JAB
    wrote:

    Another one of my pet peeves, monsters that just inhabit rooms waiting
    to be killed by some passing adventurers. Do they never eat, sleep, work?

    Ah, the Gygax approach. Yeah, that's why 2e introduced this whole novel
    concept called "ecology." That and the idea that creatures - that should
    be mortal enemies - are just hanging out in one room, never leaving,
    while the other group they hate hangs out in another is silliness.

    My pet peeve though is when you get ambushed in one of those games where
    you'll actually arrive at the ambush at a completely arbitrary time,
    sometimes days or weeks long variability. What? Do they have perfect
    scouting? Is a scry spell being used 24/7? Do they just sit there staking
    out the location day after day waiting for the eventual group of enemies?

    Icewind Dale II was particularly egregious on ambushes. You'd stealth
    scout an area, see that there were four or five monsters, and then start
    the encounter and creatures that were never there in the first place
    started "beaming in" and ganking your squishies in the back. It was the "monster closet" approach, but there was no closet.

    Finally, mages with a full-on combat spell loadout. Um... what? Why does
    the wizard have nothing but magic missile, scorching ray, fireball, and
    ice storm memorized? Does this guy not use utility spells at all?

    --
    Zag

    No one ever said on their deathbed, 'Gee, I wish I had
    spent more time alone with my computer.' ~Dan(i) Bunten

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  • From Zaghadka@21:1/5 to Spalls Hurgenson on Wed Jul 10 06:15:50 2024
    On Tue, 09 Jul 2024 12:27:00 -0400, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    Even back-in-the-day I disliked the 'make your own map' requirement of
    a lot of adventure and role-playing games. Especially since it
    promoted stupidly labyrinthine (and unrealistic) dungeon design whose
    sole purpose was to artificially lengthen the game rather than provide
    a fun experience.

    When games like "Ultima Underworld" or "Might & Magic III" started
    adding automap as a standard feature, I rejoiced. All of a sudden
    dungeon crawls could be FUN rather than tedious step-by-step grind
    where you had to carefully mark out every step. I could focus on the
    ambience and environment rather than have to jump away every step to
    scribble some marks on a piece of paper.

    I had this huge piece of graph paper with maps of all the dungeon levels
    in Ultima III back in the day. It was beautiful. You could hang it as a
    piece of mosaic art.

    Bard's Tale, not so much.

    --
    Zag

    No one ever said on their deathbed, 'Gee, I wish I had
    spent more time alone with my computer.' ~Dan(i) Bunten

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Zaghadka@21:1/5 to Justisaur on Wed Jul 10 06:24:53 2024
    On Sun, 7 Jul 2024 08:48:11 -0700, in comp.sys.ibm.pc.games.action,
    Justisaur wrote:

    On 7/7/2024 2:23 AM, JAB wrote:
    This one came up on a channel for table top miniatures games but they
    did also talk about computer games. Now of course this is all personal
    preference as there's no right way to enjoy games but the main thrust of
    the argument was that the advantage of playing on easy mode (in the TT
    context that was interchangeable with social) was it gives you a lot
    more scope to be creative and play the game how you want and just try
    things out to see what happens.

    That's certain how I approach CRPG's. I don't want to go through
    numerous guides on how to build an optimal character, I want to pick
    what I fancy playing. My general strategy is start on normal mode and if
    it all becomes too much, which it often does as the game progresses and
    your character/party becomes progressively less optimal, change it to
    easy mode and carry on.

    One of the interesting parts they said is that if you're effectively
    going to use someone else's build then what not just watch them playing
    the game. Obviously that's a bit of hyperbole but I can understand their
    point.

    So for me, yep I play on easy mode.

    I used to do that, or normal. Falout 3 started the cure for that, as the
    game is actually easier on the hardest difficulty because you level up
    much faster, and even though the enemies scale to you, your level makes
    you exponentially better. (with the 30 level cap from BS DLC, not so
    much just because enemies become annoying bullet sponges and aren't fun
    after level 20.)

    Dark Souls 3 finally fully cured me of that. I found I liked the
    challenge better. Sure I look up builds and weapons and whatnot, but I
    still try things out and change them to suit me, or abandon overused
    "op" build because they aren't fun, or the style just doesn't work for me.

    In fact I don't really like difficulty sliders at all now, as they tend
    to be much more poorly tuned, doing things like just turning the enemies
    into bullet sponges or one hit kills you on harder difficulties, and
    feels like just watching a movie with no challenge at lower difficulties.

    Particularly fun in strat games like Civ V, where the AI doesn't actually
    get any smarter, it just cheats.

    --
    Zag

    No one ever said on their deathbed, 'Gee, I wish I had
    spent more time alone with my computer.' ~Dan(i) Bunten

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  • From Mike S.@21:1/5 to spallshurgenson@gmail.com on Wed Jul 10 08:55:28 2024
    On Mon, 08 Jul 2024 15:41:08 -0400, Spalls Hurgenson <spallshurgenson@gmail.com> wrote:

    Still, I've never made any real attempt to replay the expansion. I've
    gone through the original numerous times, but that one trek through
    "American Revolt's" levels were enough for me. These days, given its >reputation for difficulty, I don't even /try/.

    I want to play Syndicate again at some point as I only went through it
    once and after all these years, it will feel almost fresh to me. I
    will keep Xocyll's advice in mind about Gauss guns and see if the
    expansion is as hard as I remember it being.

    --- SoupGate-Win32 v1.05
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  • From Mike S.@21:1/5 to JAB on Wed Jul 10 08:51:30 2024
    On Mon, 8 Jul 2024 21:26:56 +0100, JAB <noway@nochance.com> wrote:

    Strategy games I tend to treat slightly different and I'm unlikely to
    play on easy mode even if I'm struggling a bit as it kinda feels that
    then I missing the point of playing the game so the path is learn how to
    play better.

    I play strategy games on the easiest difficulty to learn how to play
    the game. That's it. Getting over the learning curve is my only
    concern at this point. Wanting to play it better is precisely why I
    start to bump up the difficulty.

    RPGs don't really have a learning curve (not to me anyway) so I don't
    bother playing them on easy.

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  • From Mike S.@21:1/5 to spallshurgenson@gmail.com on Wed Jul 10 09:12:45 2024
    On Tue, 09 Jul 2024 12:27:00 -0400, Spalls Hurgenson <spallshurgenson@gmail.com> wrote:

    With that out of the way, I've kept many of my older hand-drawn maps
    from that era and have a certain nostalgic appreciation towards them.
    But I'm not going to ever bother doing anything so insane again. If
    your game's labyrinths are so complex that mapping is required? That's
    a game I'm probably not playing. (you're probably the sort of
    developer that thinks teleport traps and spinners are fun too.)

    I kept a lot of my hand drawn maps as well for the same reason you
    kept yours. Nostalgic appreciation sums it up nicely for me.

    However, I am still willing to make maps these days but with digital
    mapping tools now. But I do have my breaking point. I gave up on
    Bard's Tale 2 (the original, not the remake) awhile back because
    mapping it was becoming a pain in the ass.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Mike S.@21:1/5 to All on Wed Jul 10 09:04:58 2024
    On Wed, 10 Jul 2024 06:14:21 -0500, Zaghadka <zaghadka@hotmail.com>
    wrote:

    True. I revisited BG 1 and 2. Then I played Pillars of Eternity which had
    its gameplay based on those games.

    I got about 1/3 of the way through PoE and thought, what the hell was I >thinking back then? Baldur's Gate has RT combat? No. You mash the space
    bar every two to three seconds. You micromanage your party. You time >fireballs so your own guys don't get cooked. You never use lightning bolt >because, well... you can't aim a lightning bolt in those narrow corridor >environments without it bouncing back into your own guys.

    Fiddly fiddly fiddly. Again, what. was. I. thinking?

    I haven't played BG1 or BG2 with a full party in a long time. I think
    part of the reason I play them solo is because combat is definitely
    less fiddly that way.

    Lighting bolts and fireballs could be a problem in the gold box games
    as well if you weren't careful. :)

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  • From candycanearter07@21:1/5 to Mike S on Wed Jul 10 13:50:03 2024
    Mike S <Mike_S@nowhere.com> wrote at 13:12 this Wednesday (GMT):
    On Tue, 09 Jul 2024 12:27:00 -0400, Spalls Hurgenson
    <spallshurgenson@gmail.com> wrote:

    With that out of the way, I've kept many of my older hand-drawn maps
    from that era and have a certain nostalgic appreciation towards them.
    But I'm not going to ever bother doing anything so insane again. If
    your game's labyrinths are so complex that mapping is required? That's
    a game I'm probably not playing. (you're probably the sort of
    developer that thinks teleport traps and spinners are fun too.)

    I kept a lot of my hand drawn maps as well for the same reason you
    kept yours. Nostalgic appreciation sums it up nicely for me.

    However, I am still willing to make maps these days but with digital
    mapping tools now. But I do have my breaking point. I gave up on
    Bard's Tale 2 (the original, not the remake) awhile back because
    mapping it was becoming a pain in the ass.


    Oh cool, what map tools do you use?
    I don't think I'd have the patience to make a map for a game :P
    --
    user <candycane> is generated from /dev/urandom

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  • From candycanearter07@21:1/5 to Zaghadka on Wed Jul 10 13:50:04 2024
    Zaghadka <zaghadka@hotmail.com> wrote at 11:24 this Wednesday (GMT):
    On Sun, 7 Jul 2024 08:48:11 -0700, in comp.sys.ibm.pc.games.action,
    Justisaur wrote:

    On 7/7/2024 2:23 AM, JAB wrote:
    This one came up on a channel for table top miniatures games but they
    did also talk about computer games. Now of course this is all personal
    preference as there's no right way to enjoy games but the main thrust of >>> the argument was that the advantage of playing on easy mode (in the TT
    context that was interchangeable with social) was it gives you a lot
    more scope to be creative and play the game how you want and just try
    things out to see what happens.

    That's certain how I approach CRPG's. I don't want to go through
    numerous guides on how to build an optimal character, I want to pick
    what I fancy playing. My general strategy is start on normal mode and if >>> it all becomes too much, which it often does as the game progresses and
    your character/party becomes progressively less optimal, change it to
    easy mode and carry on.

    One of the interesting parts they said is that if you're effectively
    going to use someone else's build then what not just watch them playing
    the game. Obviously that's a bit of hyperbole but I can understand their >>> point.

    So for me, yep I play on easy mode.

    I used to do that, or normal. Falout 3 started the cure for that, as the >>game is actually easier on the hardest difficulty because you level up >>much faster, and even though the enemies scale to you, your level makes
    you exponentially better. (with the 30 level cap from BS DLC, not so
    much just because enemies become annoying bullet sponges and aren't fun >>after level 20.)

    Dark Souls 3 finally fully cured me of that. I found I liked the
    challenge better. Sure I look up builds and weapons and whatnot, but I >>still try things out and change them to suit me, or abandon overused
    "op" build because they aren't fun, or the style just doesn't work for me.

    In fact I don't really like difficulty sliders at all now, as they tend
    to be much more poorly tuned, doing things like just turning the enemies >>into bullet sponges or one hit kills you on harder difficulties, and
    feels like just watching a movie with no challenge at lower difficulties.

    Particularly fun in strat games like Civ V, where the AI doesn't actually
    get any smarter, it just cheats.


    Certainly makes it harder, no?
    --
    user <candycane> is generated from /dev/urandom

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  • From Mike S.@21:1/5 to All on Wed Jul 10 09:19:38 2024
    On Mon, 8 Jul 2024 14:03:15 -0000 (UTC), <smaug@ereborbbs.duckdns.org>
    wrote:

    Normal mode. It implies it is the way is intended to work, so I do normal >mode. Unless it's really too easy or hard. But that rarely is the case.

    Normal mode being 'as intended' makes sense to me and is as good a
    reason as any to play on this mode.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Mike S.@21:1/5 to All on Wed Jul 10 09:17:42 2024
    On Wed, 10 Jul 2024 06:15:50 -0500, Zaghadka <zaghadka@hotmail.com>
    wrote:

    I had this huge piece of graph paper with maps of all the dungeon levels
    in Ultima III back in the day. It was beautiful. You could hang it as a
    piece of mosaic art.

    Bard's Tale, not so much.

    My best maps I ever made were for Ultima 5. I put a lot of detail into
    those things back in the day. My maps for Bard's Tale 1 are.... less impressive.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Ross Ridge@21:1/5 to noway@nochance.com on Wed Jul 10 14:27:56 2024
    JAB <noway@nochance.com> wrote:
    That's certain how I approach CRPG's. I don't want to go through
    numerous guides on how to build an optimal character, I want to pick
    what I fancy playing. My general strategy is start on normal mode and if
    it all becomes too much, which it often does as the game progresses and
    your character/party becomes progressively less optimal, change it to
    easy mode and carry on.

    I generally go with normal difficulty on games, although it can
    depend a bit on the game. Overall, what I'm often looking for in
    games is to create the illusion that I'm an expert player, some sort
    of tactical/strategic genius, just because I can beat up some hapless
    computer controlled monsters/players. That means the difficulty can't be
    too easy, or it won't be convincing, or too hard that I'd end up losing.

    In games like Civilization where the computer opponents play by the
    same basic rules as you do, I play at the difficulty level where neither
    the human or computer players are given any advantages. In most other
    games I play at the normal or default difficulty level, but if there's
    a level above that that's described for players who've played similar
    games before then I choose that.

    I don't turn down the difficulty if things get too tough. That's
    tantamount to admitting defeat to me, so I might as well just give up
    and play a different game.

    --
    l/ // Ross Ridge -- The Great HTMU
    [oo][oo] rridge@csclub.uwaterloo.ca
    -()-/()/ http://www.csclub.uwaterloo.ca:11068/
    db //

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  • From Ross Ridge@21:1/5 to Mike_S@nowhere.com on Wed Jul 10 14:43:11 2024
    Mike S. <Mike_S@nowhere.com> wrote:
    My best maps I ever made were for Ultima 5. I put a lot of detail into
    those things back in the day. My maps for Bard's Tale 1 are.... less >impressive.

    I cheated for these games. The first time I explored a Bard's Tale
    (or a similar game's) level I'd make a handdrawn map on graph paper.
    Once I had more or less finished exploring the level, I would use a
    program I wrote to print out a map for the level. I'd then go explore
    the parts of the map I missed if the printed map revealed anything.

    For the overworld and underground maps in Ultima 5, I just printed out
    the whole thing at the start.

    --
    l/ // Ross Ridge -- The Great HTMU
    [oo][oo] rridge@csclub.uwaterloo.ca
    -()-/()/ http://www.csclub.uwaterloo.ca:11068/
    db //

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    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Mike S.@21:1/5 to Ross Ridge on Wed Jul 10 12:28:37 2024
    On Wed, 10 Jul 2024 14:43:11 -0000 (UTC), rridge@csclub.uwaterloo.ca
    (Ross Ridge) wrote:

    I cheated for these games. The first time I explored a Bard's Tale
    (or a similar game's) level I'd make a handdrawn map on graph paper.
    Once I had more or less finished exploring the level, I would use a
    program I wrote to print out a map for the level. I'd then go explore
    the parts of the map I missed if the printed map revealed anything.

    This is close to what I did... minus your programming abilities. I
    would make my own map, but then use the clue book map to see what I
    missed. I did not mind making my own maps but I did mind missing out
    on secret areas.

    --- SoupGate-Win32 v1.05
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  • From Mike S.@21:1/5 to candycanearter07@candycanearter07.n on Wed Jul 10 12:34:35 2024
    On Wed, 10 Jul 2024 13:50:03 -0000 (UTC), candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> wrote:

    Oh cool, what map tools do you use?
    I don't think I'd have the patience to make a map for a game :P

    I enjoyed doing it as a kid and I still do now. I use a program
    called Grid Cartographer which you can check out on Steam. Programs
    like this are not necessary however. I have seen people do it with
    Microsoft Excel for instance.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From JAB@21:1/5 to Zaghadka on Thu Jul 11 09:31:05 2024
    On 10/07/2024 12:22, Zaghadka wrote:
    On Wed, 10 Jul 2024 09:28:12 +0100, in comp.sys.ibm.pc.games.action, JAB wrote:

    Another one of my pet peeves, monsters that just inhabit rooms waiting
    to be killed by some passing adventurers. Do they never eat, sleep, work?

    Ah, the Gygax approach. Yeah, that's why 2e introduced this whole novel concept called "ecology." That and the idea that creatures - that should
    be mortal enemies - are just hanging out in one room, never leaving,
    while the other group they hate hangs out in another is silliness.


    That chimes with my experience of playing AD&D 'back in the day'. We
    used to run pre-written modules mixed with homebrew ones and naturally
    the 'formula' of the former was the basis for the latter. Get to
    dungeon, kill everything and grab the loot. We even had a DM that
    dispensed with all the faff of finding the dungeon and just placed you
    at the entrance.

    It's was only when that group fell apart and we formed another one that
    I thought why not play a different system and one that caught my eye at
    the time was Warhammer Fantasy Roleplay probably for no more reason that
    I liked the artwork. It was only when I started running it using the
    Enemy Within campaign that it dawned on me how incoherent the world was
    in our AD&D games and also that a roleplaying game can actually include,
    well role playing and not adventuring.

    My pet peeve though is when you get ambushed in one of those games where you'll actually arrive at the ambush at a completely arbitrary time, sometimes days or weeks long variability. What? Do they have perfect scouting? Is a scry spell being used 24/7? Do they just sit there staking
    out the location day after day waiting for the eventual group of enemies?

    Icewind Dale II was particularly egregious on ambushes. You'd stealth
    scout an area, see that there were four or five monsters, and then start
    the encounter and creatures that were never there in the first place
    started "beaming in" and ganking your squishies in the back. It was the "monster closet" approach, but there was no closet.

    Finally, mages with a full-on combat spell loadout. Um... what? Why does
    the wizard have nothing but magic missile, scorching ray, fireball, and
    ice storm memorized? Does this guy not use utility spells at all?


    Icewind Dale I never got on with as although I could see the design
    behind it of having a more TT D&D experience, I just found that even by
    then D&D, and what I wanted out of a CRPG, had moved on to having more
    social interactions and a real story line in them. It's one of the games
    I never got the enhanced edition of.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From JAB@21:1/5 to Spalls Hurgenson on Sat Jul 13 09:45:12 2024
    On 11/07/2024 16:23, Spalls Hurgenson wrote:
    On Thu, 11 Jul 2024 09:31:05 +0100, JAB <noway@nochance.com> wrote:

    On 10/07/2024 12:22, Zaghadka wrote:
    On Wed, 10 Jul 2024 09:28:12 +0100, in comp.sys.ibm.pc.games.action, JAB >>> wrote:

    Another one of my pet peeves, monsters that just inhabit rooms waiting >>>> to be killed by some passing adventurers. Do they never eat, sleep, work? >>>
    Ah, the Gygax approach. Yeah, that's why 2e introduced this whole novel
    concept called "ecology." That and the idea that creatures - that should >>> be mortal enemies - are just hanging out in one room, never leaving,
    while the other group they hate hangs out in another is silliness.


    That chimes with my experience of playing AD&D 'back in the day'. We
    used to run pre-written modules mixed with homebrew ones and naturally
    the 'formula' of the former was the basis for the latter. Get to
    dungeon, kill everything and grab the loot. We even had a DM that
    dispensed with all the faff of finding the dungeon and just placed you
    at the entrance.


    In fairness, while the conceit of the dungeon-crawl was fairly basic
    in the day, even the early modules had the expectation of a more
    robust and reactive world. But the modules were rarely written with
    that intention stated outright, almost never giving out specific
    alternatives and details on what to do should the players stray from
    the expected path. It was left unsaid, and so many DMs -sticking to
    the text- played the game exactly as written, which led to a lot of
    very static dungeons where you COULD rest at will, with enemy NPCs
    (who were little more than hit-points and stat-blocks) that cheerfully remained cloistered in their assigned rooms until the players stumbled
    upon them.

    Worse, this behavior became self-reinforcing to a point where players
    played the game and then expected that's what D&D was about, and so
    created their own modules that were loot-heavy combat-focused
    dungeon-crawls. But I don't really see that as the intent of TSR and
    Gygax. It was just a result of the style of writing; of creating a
    fairly bland 'sand-box' setting that expected the DM and players to
    give it life without providing much in the way of assistance on how to
    do that.

    That D&D -and the hobby- was so new was partly to blame, of course. It
    wasn't really known what sort of assistance players would need in this
    area. Especially since -at the start- TSR couldn't even /imagine/
    adventure modules would be a thing; surely, they thought, everyone
    would just make their own adventures rather than buy a pre-build
    adventure!

    And TSR's own format hampered them as well; early modules were quite
    short in page count (24pp) but expansive in territory. They often
    included multiple cities and dungeons, and there was only so much
    detail and advice they could squeeze into every booklet. Later
    adventures became smaller in scope, longer in page count, and a lot of
    this extra space was generally used to enliven the settings beyond
    just listing the inhabitants and contents of each room... because the
    authors learned that players /needed/ that extra detail if they were
    going to do anything beyond a brain-dead dungeon-crawl.

    (In fact, I've read that the world's most famous dungeon crawl module,
    "Tomb of Horrors", was written as a take-down of this sort of
    gameplay. 'So this is the sort of dungeon crawl you want? Well, here,
    delve into this and watch your characters suffer and die.' I guess the
    hope was players would bash their heads against the ruthless
    difficulty of Acererak's dungeon and learn to play smarter ;-)

    The TL;DR is that while a lot of D&D modules come across as fairly
    uninspired dungeon-crawls (and undeniably that is how most of them
    actually /were/ played), I don't get the impression that's how the
    writers EXPECTED them to be played.


    Is that's really what they thought I haven't seen any real evidence of
    it and they did an awful job of saying that's how the game was supposed
    to be played which is what I would have expected at least somewhere.

    There really is almost nothing in the official written material that
    pushed forward that's how the game was supposed to be played.

    For Tomb of Horrors my understanding is that it was a Gygax 'special'
    designed for tournament play and to really tax the players brains.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Dimensional Traveler@21:1/5 to Spalls Hurgenson on Sat Jul 13 09:02:43 2024
    On 7/13/2024 8:43 AM, Spalls Hurgenson wrote:
    On Sat, 13 Jul 2024 09:45:12 +0100, JAB <noway@nochance.com> wrote:

    On 11/07/2024 16:23, Spalls Hurgenson wrote:
    On Thu, 11 Jul 2024 09:31:05 +0100, JAB <noway@nochance.com> wrote:

    On 10/07/2024 12:22, Zaghadka wrote:
    On Wed, 10 Jul 2024 09:28:12 +0100, in comp.sys.ibm.pc.games.action, JAB >>>>> wrote:

    Another one of my pet peeves, monsters that just inhabit rooms waiting >>>>>> to be killed by some passing adventurers. Do they never eat, sleep, work?

    Ah, the Gygax approach. Yeah, that's why 2e introduced this whole novel >>>>> concept called "ecology." That and the idea that creatures - that should >>>>> be mortal enemies - are just hanging out in one room, never leaving, >>>>> while the other group they hate hangs out in another is silliness.


    That chimes with my experience of playing AD&D 'back in the day'. We
    used to run pre-written modules mixed with homebrew ones and naturally >>>> the 'formula' of the former was the basis for the latter. Get to
    dungeon, kill everything and grab the loot. We even had a DM that
    dispensed with all the faff of finding the dungeon and just placed you >>>> at the entrance.


    In fairness, while the conceit of the dungeon-crawl was fairly basic
    in the day, even the early modules had the expectation of a more
    robust and reactive world. But the modules were rarely written with
    that intention stated outright, almost never giving out specific
    alternatives and details on what to do should the players stray from
    the expected path. It was left unsaid, and so many DMs -sticking to
    the text- played the game exactly as written, which led to a lot of
    very static dungeons where you COULD rest at will, with enemy NPCs
    (who were little more than hit-points and stat-blocks) that cheerfully
    remained cloistered in their assigned rooms until the players stumbled
    upon them.

    Worse, this behavior became self-reinforcing to a point where players
    played the game and then expected that's what D&D was about, and so
    created their own modules that were loot-heavy combat-focused
    dungeon-crawls. But I don't really see that as the intent of TSR and
    Gygax. It was just a result of the style of writing; of creating a
    fairly bland 'sand-box' setting that expected the DM and players to
    give it life without providing much in the way of assistance on how to
    do that.

    That D&D -and the hobby- was so new was partly to blame, of course. It
    wasn't really known what sort of assistance players would need in this
    area. Especially since -at the start- TSR couldn't even /imagine/
    adventure modules would be a thing; surely, they thought, everyone
    would just make their own adventures rather than buy a pre-build
    adventure!

    And TSR's own format hampered them as well; early modules were quite
    short in page count (24pp) but expansive in territory. They often
    included multiple cities and dungeons, and there was only so much
    detail and advice they could squeeze into every booklet. Later
    adventures became smaller in scope, longer in page count, and a lot of
    this extra space was generally used to enliven the settings beyond
    just listing the inhabitants and contents of each room... because the
    authors learned that players /needed/ that extra detail if they were
    going to do anything beyond a brain-dead dungeon-crawl.

    (In fact, I've read that the world's most famous dungeon crawl module,
    "Tomb of Horrors", was written as a take-down of this sort of
    gameplay. 'So this is the sort of dungeon crawl you want? Well, here,
    delve into this and watch your characters suffer and die.' I guess the
    hope was players would bash their heads against the ruthless
    difficulty of Acererak's dungeon and learn to play smarter ;-)

    The TL;DR is that while a lot of D&D modules come across as fairly
    uninspired dungeon-crawls (and undeniably that is how most of them
    actually /were/ played), I don't get the impression that's how the
    writers EXPECTED them to be played.


    Is that's really what they thought I haven't seen any real evidence of
    it and they did an awful job of saying that's how the game was supposed
    to be played which is what I would have expected at least somewhere.

    I don't disagree with that. ;-)

    There really is almost nothing in the official written material that
    pushed forward that's how the game was supposed to be played.

    A few hints are scatted in the official rulebooks that the world
    should be reactive (DMG 1E p104, for instance) but I agree, actual recommendations on the matter were fairly scarce. Then again, actual
    advice on how to play the game /in general/ wasn't that common either;
    almost the entire focus of those original rulebooks was on
    dice-rolling rather than the more ephermeral roleplaying. Still, There
    was a lot of stuff written in The Dragon Magazine with suggestions
    along these lines, although how 'official' you may consider that is up
    to debate. But if you read on how Gygax played his own campaigns, you
    do see that he didn't run adventures where everything was static and dependent on player actions.

    That lack of clear language was a result of a blindness on the part of
    Gygax and TSR; a failure to see that such obvious (to them)
    instruction was required. They slowly started adding in clearer
    instructions piecemeal, scattered across various books (the
    Dungeoneers / Wilderness Survival Guides, Dungeon Masters Design Kit,
    and with examples with later 1st Ed adventure modules and campaign
    settings where there was more focus on how NPCs and monsters would
    react to player actions. But it wasn't until 2nd Edition that TSR
    would formalize the idea, in books like DMGR1 Campaign & Catacomb
    Guide and DMGR5 Creative Campaigning, which were purposefully written
    to aid DMs in creating more robust campaigns and pulling the game out
    of the dungeon-crawl.

    Something that I think is worth remembering is that D&D was at its very beginning based on a small rule book for a table-top miniatures wargame, 'Chainmail'.

    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From candycanearter07@21:1/5 to Mike S on Sat Jul 13 16:30:07 2024
    Mike S <Mike_S@nowhere.com> wrote at 16:34 this Wednesday (GMT):
    On Wed, 10 Jul 2024 13:50:03 -0000 (UTC), candycanearter07
    <candycanearter07@candycanearter07.nomail.afraid> wrote:

    Oh cool, what map tools do you use?
    I don't think I'd have the patience to make a map for a game :P

    I enjoyed doing it as a kid and I still do now. I use a program
    called Grid Cartographer which you can check out on Steam. Programs
    like this are not necessary however. I have seen people do it with
    Microsoft Excel for instance.


    Interesting, I'm surprised there's still programs available for that.
    --
    user <candycane> is generated from /dev/urandom

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Mike S.@21:1/5 to candycanearter07@candycanearter07.n on Sat Jul 13 14:09:31 2024
    On Sat, 13 Jul 2024 16:30:07 -0000 (UTC), candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> wrote:

    Interesting, I'm surprised there's still programs available for that.

    Heh. :) There is probably software out there to fill any and every
    niche.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From candycanearter07@21:1/5 to Mike S on Sat Jul 13 21:20:03 2024
    Mike S <Mike_S@nowhere.com> wrote at 18:09 this Saturday (GMT):
    On Sat, 13 Jul 2024 16:30:07 -0000 (UTC), candycanearter07
    <candycanearter07@candycanearter07.nomail.afraid> wrote:

    Interesting, I'm surprised there's still programs available for that.

    Heh. :) There is probably software out there to fill any and every
    niche.


    True, but it being on Steam?
    --
    user <candycane> is generated from /dev/urandom

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From JAB@21:1/5 to Spalls Hurgenson on Sun Jul 14 10:15:18 2024
    On 13/07/2024 16:43, Spalls Hurgenson wrote:
    There really is almost nothing in the official written material that
    pushed forward that's how the game was supposed to be played.
    A few hints are scatted in the official rulebooks that the world
    should be reactive (DMG 1E p104, for instance) but I agree, actual recommendations on the matter were fairly scarce. Then again, actual
    advice on how to play the game/in general/ wasn't that common either;
    almost the entire focus of those original rulebooks was on
    dice-rolling rather than the more ephermeral roleplaying. Still, There
    was a lot of stuff written in The Dragon Magazine with suggestions
    along these lines, although how 'official' you may consider that is up
    to debate. But if you read on how Gygax played his own campaigns, you
    do see that he didn't run adventures where everything was static and dependent on player actions.
    That lack of clear language was a result of a blindness on the part of
    Gygax and TSR; a failure to see that such obvious (to them)
    instruction was required. They slowly started adding in clearer
    instructions piecemeal, scattered across various books (the
    Dungeoneers / Wilderness Survival Guides, Dungeon Masters Design Kit,
    and with examples with later 1st Ed adventure modules and campaign
    settings where there was more focus on how NPCs and monsters would
    react to player actions. But it wasn't until 2nd Edition that TSR
    would formalize the idea, in books like DMGR1 Campaign & Catacomb
    Guide and DMGR5 Creative Campaigning, which were purposefully written
    to aid DMs in creating more robust campaigns and pulling the game out
    of the dungeon-crawl.


    That's the problem I have, if that really was what they thought then
    you'd think when they introduced the game someone would have said, this
    style of gameplay is going to be entirely alien to many people so we
    need to provide guidance on how to get the most out of it. That's
    especially true when you consider how many players are only going to get
    the information from TSR products. So you mention Dragon magazine, that
    was available in the UK (I bought a few copies) but only in specialised
    stores. The one you could get in the local newsagents was White Dwarf
    and that had already moved to being focused on GW products.

    Saying that we did get more into the roleplaying side when we started
    WHFRP. That wasn't really anything to do with official guidance but
    instead the pre-written modules leaned that way. When we started it was
    more a case of with fancy a change of system.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Mike S.@21:1/5 to candycanearter07@candycanearter07.n on Sun Jul 14 07:54:00 2024
    On Sat, 13 Jul 2024 21:20:03 -0000 (UTC), candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> wrote:

    True, but it being on Steam?

    He used to sell it off of his own website which is where I bought it
    but I am sure more people will see it on Steam.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From candycanearter07@21:1/5 to Mike S on Sun Jul 14 16:40:02 2024
    Mike S <Mike_S@nowhere.com> wrote at 11:54 this Sunday (GMT):
    On Sat, 13 Jul 2024 21:20:03 -0000 (UTC), candycanearter07
    <candycanearter07@candycanearter07.nomail.afraid> wrote:

    True, but it being on Steam?

    He used to sell it off of his own website which is where I bought it
    but I am sure more people will see it on Steam.


    Fair, I'm just always thrown for a loop when utilities are sold on steam
    like Aseprite or Blender..

    (SFM doesn't count there since it's based on a game engine and built by
    Valve of course it will be on steam)
    --
    user <candycane> is generated from /dev/urandom

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Dimensional Traveler@21:1/5 to Spalls Hurgenson on Sun Jul 14 13:24:59 2024
    On 7/14/2024 11:15 AM, Spalls Hurgenson wrote:
    On Sun, 14 Jul 2024 10:15:18 +0100, JAB <noway@nochance.com> wrote:




    That's the problem I have, if that really was what they thought then
    you'd think when they introduced the game someone would have said, this
    style of gameplay is going to be entirely alien to many people so we
    need to provide guidance on how to get the most out of it. That's
    especially true when you consider how many players are only going to get
    the information from TSR products. So you mention Dragon magazine, that
    was available in the UK (I bought a few copies) but only in specialised
    stores. The one you could get in the local newsagents was White Dwarf
    and that had already moved to being focused on GW products.


    No, no; I get it and we're in agreement on that. They SHOULD have been clearer on that. But it was a blindness on their part; they didn't
    think they NEEDED to say that, anymore than they needed to explain,
    "when we say roll the dice, we mean cup those plastic polyhedron in
    your hand, rattle them about a bit, then drop them onto a hard surface
    so they roll a bit." It was such a /basic/ thing to them that they
    didn't think they /had/ to say it. It was just assumed.

    Remember, this was the same TSR that originally couldn't even conceive
    that their customers might want pre-written adventures or settings
    (they practically laughed Bob Bledsaw out of their office when he
    suggested it, telling him that if he really wanted to he could sell
    modules with their blessing and fully expecting him to go bankrupt in
    the process). TSR /never/ was fully cognizant of what their users
    needed or wanted.

    It probably didn't help that for the longest time the game was only
    played by TSR-insiders amongst other TSR-insiders, thus limiting their
    view on how 'real world players' were experiencing the game.
    Especially since many of those insiders were adult-age and more
    interested in the role-playing, puzzling and politics of the game over boisterous combat.

    And there was also the belief that players should be allowed to play
    'their way', which is why I think the original rules are so light on
    actual DM advice. Sure, the expectation was that the DM would try to
    create a more realistic, reactive world... but if all you just wanted
    to bash your stat-blocks (heroes) against the DM's stat-blocks
    (monsters), well that was fine too. Just don't get mad if the game
    isn't as interesting as everyone says.

    (In fact, whenever Gygax suggested there was a very specific way to
    play the game and everything else 'wasn't really D&D', there was
    usually uproar at the idea).

    Gygax's own dense writing style wasn't all that helpful either. Or the
    game's own newness (people were still trying to figure out what
    table-top roleplaying was all about, and how it was different from
    miniature game). Or -as DT mentioned in an earlier post- the fact that
    game itself grew out of the fairly slim "Chainmail" rules.

    But everything I've read (about the history of the game, of
    conversations of the people involved, in the rule-books themselves,
    and even some of my own experiences) indicates that the assumption was
    that everyone would play -indeed, would WANT to play and invariably
    gravitate towards- more sophisticated adventures and campaigns. It was
    an such unspoken belief that it took a long time before TSR realized
    that not everybody understood that, and it had to be enunciated more
    clearly.

    No, early D&D didn't encourage role-playing/re-active worlds in their
    games, and this lack led to a lot of people playing fairly mindless dungeon-crawls (to the point where you'd have dragons stuck in rooms
    with entrances to small for them to get through. If you were a young
    gamer of that era, you almost certainly encountered something akin to
    that! ;-). But I think that was more a problem of communication on
    TSRs part than an actual belief that was all the game should be. After
    all, the game itself developed from 'Braunstein' games which were
    anything but mindless. But a lack of clear communication on this
    matter led players to take the rules as the end-all/be-all and a lot
    of campaigns ended up being fairly lifeless. Leading D&D's competitors
    to swoop in and offer a more exciting alternative.

    Now...

    How do we loop this all back to video games? Which, you know, is the
    whole point of this newsgroup? ;-P

    Gold box D&D games.

    There.

    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Anssi Saari@21:1/5 to JAB on Sun Jul 14 23:35:58 2024
    JAB <noway@nochance.com> writes:

    That's certain how I approach CRPG's. I don't want to go through
    numerous guides on how to build an optimal character, I want to pick
    what I fancy playing. My general strategy is start on normal mode and
    if it all becomes too much, which it often does as the game progresses
    and your character/party becomes progressively less optimal, change it
    to easy mode and carry on.

    In general, I just choose the default difficulty. And I tend to stick
    with it too but not always. Sometimes trying to kill a boss for the
    umpteenth time just gets too tedious.

    One of the interesting parts they said is that if you're effectively
    going to use someone else's build then what not just watch them
    playing the game. Obviously that's a bit of hyperbole but I can
    understand their point.

    I don't but then I'm not a fan of gameplay videos or watching someone
    else play. Got enough of the latter in the arcades as a kid.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Zersterer@21:1/5 to Spalls Hurgenson on Sun Jul 14 16:35:03 2024
    Spalls Hurgenson wrote:
    On Sun, 14 Jul 2024 10:15:18 +0100, JAB <noway@nochance.com> wrote:

    of campaigns ended up being fairly lifeless. Leading D&D's competitors
    to swoop in and offer a more exciting alternative.

    Now...

    How do we loop this all back to video games? Which, you know, is the
    whole point of this newsgroup? ;-P

    I play Leather Goddesses of Phobos on LEWD difficulty.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Zersterer@21:1/5 to Anssi Saari on Sun Jul 14 16:35:51 2024
    Anssi Saari wrote:
    JAB <noway@nochance.com> writes:

    That's certain how I approach CRPG's. I don't want to go through
    numerous guides on how to build an optimal character, I want to pick
    what I fancy playing. My general strategy is start on normal mode and
    if it all becomes too much, which it often does as the game progresses
    and your character/party becomes progressively less optimal, change it
    to easy mode and carry on.

    In general, I just choose the default difficulty. And I tend to stick
    with it too but not always. Sometimes trying to kill a boss for the
    umpteenth time just gets too tedious.

    I tend to play with the difficulty high for the most part because that
    is more challenging and will teach me more.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From JAB@21:1/5 to Mike S. on Mon Jul 15 12:54:05 2024
    On 10/07/2024 13:51, Mike S. wrote:
    On Mon, 8 Jul 2024 21:26:56 +0100, JAB <noway@nochance.com> wrote:

    Strategy games I tend to treat slightly different and I'm unlikely to
    play on easy mode even if I'm struggling a bit as it kinda feels that
    then I missing the point of playing the game so the path is learn how to
    play better.

    I play strategy games on the easiest difficulty to learn how to play
    the game. That's it. Getting over the learning curve is my only
    concern at this point. Wanting to play it better is precisely why I
    start to bump up the difficulty.


    Strategy games I tend to go with normal to start with as I feel that's
    the most effective way to learn how to play the game.

    RPGs don't really have a learning curve (not to me anyway) so I don't
    bother playing them on easy.

    It's not the learning curve as such but instead I'm there for the story
    and faffing about with actually learning the game isn't a big priority
    for me.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From JAB@21:1/5 to Spalls Hurgenson on Mon Jul 15 12:51:51 2024
    On 14/07/2024 19:15, Spalls Hurgenson wrote:
    How do we loop this all back to video games? Which, you know, is the
    whole point of this newsgroup? 😜

    Tricky one. Can you think of any game that wasn't played how the
    designers imagined it. Off the top of my head I've come up with none.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Dimensional Traveler@21:1/5 to JAB on Mon Jul 15 07:47:03 2024
    On 7/15/2024 4:51 AM, JAB wrote:
    On 14/07/2024 19:15, Spalls Hurgenson wrote:
    How do we loop this all back to video games? Which, you know, is the
    whole point of this newsgroup? 😜

    Tricky one. Can you think of any game that wasn't played how the
    designers imagined it. Off the top of my head I've come up with none.

    And all of them.

    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Zaghadka@21:1/5 to Dimensional Traveler on Mon Jul 15 10:22:30 2024
    On Sat, 13 Jul 2024 09:02:43 -0700, in comp.sys.ibm.pc.games.action, Dimensional Traveler wrote:

    Something that I think is worth remembering is that D&D was at its very >beginning based on a small rule book for a table-top miniatures wargame, >'Chainmail'.

    And there is evidence that Dave Arneson was in no small part involved,
    not so much Ernest Gygax.

    The whole idea of FRPG comes from Arneson's Blackmoor. Chainmail was for wargamers.

    --
    Zag

    No one ever said on their deathbed, 'Gee, I wish I had
    spent more time alone with my computer.' ~Dan(i) Bunten

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Zaghadka@21:1/5 to Spalls Hurgenson on Mon Jul 15 10:31:02 2024
    On Sun, 14 Jul 2024 14:15:29 -0400, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    On Sun, 14 Jul 2024 10:15:18 +0100, JAB <noway@nochance.com> wrote:

    Now...

    How do we loop this all back to video games? Which, you know, is the
    whole point of this newsgroup? ;-P

    Oh come now. This sprawling D&D threadjacking is as time honored a
    tradition as the "is it really an RPG?" discussion, and
    "rec.games.frp.dnd" is a graveyard. It's a graveyard several of us
    frequent from time to time, but the truly interesting discussions are to
    be had here.

    This is no longer "comp.sys.ibm.pc.games.action." It's basically "alt.grognards.pc.games."

    Yes, I see your tongue waggling, but enough is enough, sir. ;^)

    --
    Zag

    No one ever said on their deathbed, 'Gee, I wish I had
    spent more time alone with my computer.' ~Dan(i) Bunten

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Zaghadka@21:1/5 to All on Mon Jul 15 10:39:35 2024
    On Mon, 15 Jul 2024 12:51:51 +0100, in comp.sys.ibm.pc.games.action, JAB
    wrote:

    On 14/07/2024 19:15, Spalls Hurgenson wrote:
    How do we loop this all back to video games? Which, you know, is the
    whole point of this newsgroup? ?

    Tricky one. Can you think of any game that wasn't played how the
    designers imagined it. Off the top of my head I've come up with none.

    Any Bethesda game. Especially Oblivion where I decided the main quest was boring and stupid, reloaded, and did only open world stuff. I also spent
    a lot of time in that game, disturbingly, arranging corpses into
    compromising positions with each other, because I could.

    In Fallout 4, I figured out that if you never talk to Preston Garvey to
    finish off the power armor quest, the entire base-building suckfest is
    omitted. That's how I played it in a second run. I don't believe that was intended play.

    I notoriously break computer games all the time by doing things that the designers never imagined would happen. I stayed in the closet in The
    Stanley Parable for literal hours, even walked away from my computer and
    had a meal, and it crashed when I finally decided to get out. If you
    haven't played a game differently than the designers imagined it, you
    aren't trying hard enough. Some games even count on it as a mechanic.

    And anyone using "noclip" cheats for that matter. I don't think any
    designer imagines a game to be played with spl01tz. They know it's going
    to happen, but it's not the way the game was designed to be played.

    Maybe I misunderstand your question though...

    --
    Zag

    No one ever said on their deathbed, 'Gee, I wish I had
    spent more time alone with my computer.' ~Dan(i) Bunten

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Zaghadka@21:1/5 to Spalls Hurgenson on Mon Jul 15 10:19:42 2024
    On Sat, 13 Jul 2024 11:43:46 -0400, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    On Sat, 13 Jul 2024 09:45:12 +0100, JAB <noway@nochance.com> wrote:

    On 11/07/2024 16:23, Spalls Hurgenson wrote:
    On Thu, 11 Jul 2024 09:31:05 +0100, JAB <noway@nochance.com> wrote:

    On 10/07/2024 12:22, Zaghadka wrote:
    On Wed, 10 Jul 2024 09:28:12 +0100, in comp.sys.ibm.pc.games.action, JAB >>>>> wrote:

    Another one of my pet peeves, monsters that just inhabit rooms waiting >>>>>> to be killed by some passing adventurers. Do they never eat, sleep, work?

    Ah, the Gygax approach. Yeah, that's why 2e introduced this whole novel >>>>> concept called "ecology." That and the idea that creatures - that should >>>>> be mortal enemies - are just hanging out in one room, never leaving, >>>>> while the other group they hate hangs out in another is silliness.


    That chimes with my experience of playing AD&D 'back in the day'. We
    used to run pre-written modules mixed with homebrew ones and naturally >>>> the 'formula' of the former was the basis for the latter. Get to
    dungeon, kill everything and grab the loot. We even had a DM that
    dispensed with all the faff of finding the dungeon and just placed you >>>> at the entrance.


    In fairness, while the conceit of the dungeon-crawl was fairly basic
    in the day, even the early modules had the expectation of a more
    robust and reactive world. But the modules were rarely written with
    that intention stated outright, almost never giving out specific
    alternatives and details on what to do should the players stray from
    the expected path. It was left unsaid, and so many DMs -sticking to
    the text- played the game exactly as written, which led to a lot of
    very static dungeons where you COULD rest at will, with enemy NPCs
    (who were little more than hit-points and stat-blocks) that cheerfully
    remained cloistered in their assigned rooms until the players stumbled
    upon them.

    [snip]

    The TL;DR is that while a lot of D&D modules come across as fairly
    uninspired dungeon-crawls (and undeniably that is how most of them
    actually /were/ played), I don't get the impression that's how the
    writers EXPECTED them to be played.


    Is that's really what they thought I haven't seen any real evidence of
    it and they did an awful job of saying that's how the game was supposed
    to be played which is what I would have expected at least somewhere.

    I don't disagree with that. ;-)

    There really is almost nothing in the official written material that
    pushed forward that's how the game was supposed to be played.

    A few hints are scatted in the official rulebooks that the world
    should be reactive (DMG 1E p104, for instance) but I agree, actual >recommendations on the matter were fairly scarce. Then again, actual
    advice on how to play the game /in general/ wasn't that common either;
    almost the entire focus of those original rulebooks was on
    dice-rolling rather than the more ephermeral roleplaying. Still, There
    was a lot of stuff written in The Dragon Magazine with suggestions
    along these lines, although how 'official' you may consider that is up
    to debate. But if you read on how Gygax played his own campaigns, you
    do see that he didn't run adventures where everything was static and >dependent on player actions.

    Here I'll weigh in. The fact that the entire Bard class even exists tells anyone that there is a persistent, reactive universe at the center of the
    game. There are henchmen rules, stronghold rules, an entire section -
    though not fleshed out - on extraplanar adventures, and expectations that higher level characters will have bases (aforementioned "strongholds")
    and political affiliations and much larger responsibilities in their
    world. There are rules for consulting sages, etc. There's the "Legend
    Lore" spell. It's all there.

    But it's all very poorly organized and edited and it took a genius game
    master to read the DMs guide, absorb that behemoth, chaotic tome, and
    integrate the total mess of copy-paste. It read like a scrapbook.

    That's why 2e went the other way round and made the PHB big, and DMs
    guide small. It is actually edited material. Because one player, the game master, should not be responsible for that much stuff. The group of
    players, the PCs, is much more able to handle it as a team.

    Again, we owe that to Gygax. His style was that the DM should know every
    detail and control secret information about the basic mechanics of the
    game, and he was quite capable of it. Part of the 1e experience is new
    players were often surprised by the rules, rather than knowing them. But
    DMs, all of them, got burned out by that approach.

    The tradition of a monster mosaic dungeon without a campaign is largely
    the reaction of 10-year-olds to a module like The Keep on The Borderlands
    (B2) which came with the Basic Set. But full campaigns at the time also
    used "traditional dungeon crawls." It's a time-honored tradition mirrored
    in the Wizardry and Bard's Tale series. That the Gold Box games largely
    broke free of this was impressive at the time, and Pool of Radiance
    (which even had an overland map!) sold like hotcakes because of it. They
    took the grid-based play to open areas like Valhingen graveyard and put Wizardry to shame.

    But kids' marketing sucked. Look at the D&D cartoon series. You meet both Tiamat and Lloth in the first season. Tiamat shows up in the first
    episode! The way it was marketed to children affected a generation of
    players. Those players only sometimes matured out of that sort of game.

    The point is, the adults who played the game in the 70s were aware, but
    the Stranger Things crowd of the 80s was busy facing Demogorgon for no particular reason. And they didn't, obviously, run in the same social
    circles (I did, see below). That demogorgon crowd grew up, replaced the
    MENSA crowd, and are as responsible for the collapse of the game, and
    almost TSR, in the late 80s early 90s as Gygax was. Gygax catches too
    much of the blame for this generation of stunted players and their effect
    on the game.

    That lack of clear language was a result of a blindness on the part of
    Gygax and TSR; a failure to see that such obvious (to them)
    instruction was required. They slowly started adding in clearer
    instructions piecemeal, scattered across various books (the
    Dungeoneers / Wilderness Survival Guides, Dungeon Masters Design Kit,
    and with examples with later 1st Ed adventure modules and campaign
    settings where there was more focus on how NPCs and monsters would
    react to player actions. But it wasn't until 2nd Edition that TSR
    would formalize the idea, in books like DMGR1 Campaign & Catacomb
    Guide and DMGR5 Creative Campaigning, which were purposefully written
    to aid DMs in creating more robust campaigns and pulling the game out
    of the dungeon-crawl.

    Yup. It was written as a loose set of rules for adults, who knew other
    adults that played. That it took off with kids was an accident, and that
    was not the aim of the 1e books. It wasn't even the aim of the 2e books.
    It took a very intelligent 12-year-old to understand. But the first
    books? I was learning words like "lucubration" for the first time and had
    to go at it with a dictionary.

    For Tomb of Horrors my understanding is that it was a Gygax 'special' >>designed for tournament play and to really tax the players brains.

    Tomb of Horrors is a grudge module. Gygax said so himself. There is
    nothing ironic or brain challenging about it at all. It is simply unfair.
    He just wanted to hand smug manchildren their asses at a convention. It
    should never have been published, except that it is the seminal puzzle
    dungeon, which is one of my favorite kinds of adventures.

    I ran in adult social circles as a 10-12 year old because of a Boy Scout
    leader who was a GM. I played with adults. There was one of those
    jackholes at every table who poured their entire self-worth into a piece
    of paper with stats on it. People bring their own ideas to Tomb of
    Horrors to justify it as something better than it was, IMO.

    --
    Zag

    No one ever said on their deathbed, 'Gee, I wish I had
    spent more time alone with my computer.' ~Dan(i) Bunten

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Zersterer@21:1/5 to JAB on Mon Jul 15 11:48:22 2024
    XPost: alt.slack, talk.bizarre

    JAB wrote:
    On 14/07/2024 19:15, Spalls Hurgenson wrote:
    How do we loop this all back to video games? Which, you know, is the
    whole point of this newsgroup? 😜

    Tricky one. Can you think of any game that wasn't played how the
    designers imagined it. Off the top of my head I've come up with none.

    I solved Robot Odyssey like that. Here's an excerpt from the wikipedia
    review:

    The robots can also be wired up to chips, which provide a convenient and reproducible way to program the robots. Various pre-programmed chips are scattered throughout the city and range from complex circuits such as a wall-hugging chip which can be used to navigate through mazes and
    corridors (one of which is wired to a robot at the beginning) to clocks
    and counters. The player must find out how these chips work themselves,
    as the only information about each chip is a short, and sometimes
    cryptic, description. Additionally, there are predesigned chip files
    stored on the various disks containing the game that can be loaded into
    the in-game chips. The available chips stored in this fashion vary
    depending on the port or version used.

    The Innovation Lab can be used to test out circuit designs in the robots
    or create new chips. Chips created in the lab can then be loaded into
    and used in the main game. Loading a chip in the main game will erase
    the previous programming stored in the chip.

    Although the game is recommended for ages 10 and up, it can prove to be
    quite challenging even for adults. In terms of educational value, the
    game teaches the basic concepts of electrical engineering and digital
    logic in general.
    * * *
    LOL, it used to say it was the hardezt game in existence. It's
    educational! I solved it at age 12.

    Towards the end, it would have puzzle descriptions like, "Solve the
    NAND double flip flop with gravy delight and NOT the signal coming from
    the bandsman." I'd do something that would sample out to the same thing
    when checked, but much simpler otherwise.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Zersterer@21:1/5 to Zersterer on Mon Jul 15 12:28:46 2024
    XPost: alt.slack, talk.bizarre

    Zersterer wrote:
    JAB wrote:
    On 14/07/2024 19:15, Spalls Hurgenson wrote:
    How do we loop this all back to video games? Which, you know, is the
    whole point of this newsgroup? 😜

    Tricky one. Can you think of any game that wasn't played how the
    designers imagined it. Off the top of my head I've come up with none.

    I solved Robot Odyssey like that.  Here's an excerpt from the wikipedia review:

    The robots can also be wired up to chips, which provide a convenient and reproducible way to program the robots. Various pre-programmed chips are scattered throughout the city and range from complex circuits such as a wall-hugging chip which can be used to navigate through mazes and
    corridors (one of which is wired to a robot at the beginning) to clocks
    and counters. The player must find out how these chips work themselves,
    as the only information about each chip is a short, and sometimes
    cryptic, description. Additionally, there are predesigned chip files
    stored on the various disks containing the game that can be loaded into
    the in-game chips. The available chips stored in this fashion vary
    depending on the port or version used.

    The Innovation Lab can be used to test out circuit designs in the robots
    or create new chips. Chips created in the lab can then be loaded into
    and used in the main game. Loading a chip in the main game will erase
    the previous programming stored in the chip.

    Although the game is recommended for ages 10 and up, it can prove to be
    quite challenging even for adults. In terms of educational value, the
    game teaches the basic concepts of electrical engineering and digital
    logic in general.
       * * *
    LOL, it used to say it was the hardezt game in existence.  It's educational!  I solved it at age 12.

    Towards the end, it would have puzzle descriptions like,  "Solve the
    NAND double flip flop with gravy delight and NOT the signal coming from
    the bandsman."  I'd do something that would sample out to the same thing when checked, but much simpler otherwise.

    Put simply, although the instructions were extremely complicated, the
    tests were weak. Sucks for everybody who didn't even try.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Zersterer@21:1/5 to Spalls Hurgenson on Mon Jul 15 15:10:43 2024
    XPost: alt.slack, talk.bizarre

    Spalls Hurgenson wrote:
    On Mon, 15 Jul 2024 10:19:42 -0500, Zaghadka <zaghadka@hotmail.com>
    wrote:

    Here I'll weigh in.

    But kids' marketing sucked. Look at the D&D cartoon series. You meet both
    Tiamat and Lloth in the first season. Tiamat shows up in the first
    episode! The way it was marketed to children affected a generation of
    players. Those players only sometimes matured out of that sort of game.

    That marketing is a very interesting point I hadn't considered,
    although I wouldn't entirely blame it on kids. But TSR (and, really,
    any marketing agency worth its salt) wanted to focus on the exciting
    bits of their products: in D&D's case, the big battles, the horrific monsters, the glittering loot. They aren't what actually make the game
    fun (IMHO, YMMV, OTLAMA) but they're eye-catching. It's the sizzle to
    the steak. You see mighty-hewed barbarians slicing through a dragon's
    neck and being rewarded chests of gold and jewels and think, "Hey,
    what's that all about? That looks interesting!" You pick up the books
    and play.


    Yeah, but Tiamat is the toughest monster out there... Save some for the
    rest of the ditsy twaddle cartoon. It's like meeting God on your 5th
    birthday.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Mike S.@21:1/5 to spallshurgenson@gmail.com on Tue Jul 16 08:47:17 2024
    On Mon, 15 Jul 2024 15:43:07 -0400, Spalls Hurgenson <spallshurgenson@gmail.com> wrote:

    I mean, do you remember what a radical concept it felt in "Ultima IV"
    was when it was announced that the goal of the game was /NOT/ to
    murder your way through the world?* For a lot of players, that was the
    first time they even considered there could be more to the genre!





    * even though, in the end, it pretty much still was ;)

    Heh. :)

    I was ready to post to remind you how much fighting you were required
    to do in Ultima IV but you saved yourself with this last line. :-P

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From candycanearter07@21:1/5 to Spalls Hurgenson on Tue Jul 16 15:10:06 2024
    Spalls Hurgenson <spallshurgenson@gmail.com> wrote at 18:23 this Sunday (GMT):
    On Sat, 13 Jul 2024 14:09:31 -0400, Mike S. <Mike_S@nowhere.com>
    wrote:

    On Sat, 13 Jul 2024 16:30:07 -0000 (UTC), candycanearter07 >><candycanearter07@candycanearter07.nomail.afraid> wrote:

    Interesting, I'm surprised there's still programs available for that.

    Heh. :) There is probably software out there to fill any and every
    niche.

    You just gotta find it; that's the real trick.

    But with nearly 8 billion computer* users, for every problem you've
    ever faced, there's likely 10,000 users who had a similar issue... and
    at least one of them is gonna be nuts enough to program a solution.
    And most people crazy enough to put in that much effort are going to
    put it out on the Internet somewhere, either for profit, bragging
    rights, or just out of sheer niceness.

    I remembering randomly trawling through various FTP and app-hosting
    websites, just because inevitably I'd stumble a utility that solved an
    issue I barely even recognized I'd had up to that point. I'd download
    it for free, and then use it once every two or three years when the
    issue reared its head.

    I'm sure nowadays the best place to look would be github.

    But -getting back to the topic on hand- third-party mapping programs
    for computer RPGs have existed for a long time, although they were a
    lot less ease-of-use back then. Largely because most games ran on DOS,
    and DOS was a single-process program, so you couldn't (easily) run a
    helper app and the game at the same time. But even from the earliest
    days there were a variety of hacks and apps to help the lost
    adventurer.

    I kinda figured :P were you intended to print it out?

    * even if a lot of those computers are now mobile devices

    unfortunately
    --
    user <candycane> is generated from /dev/urandom

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Zersterer@21:1/5 to Mike S. on Tue Jul 16 12:50:11 2024
    Mike S. wrote:
    On Mon, 15 Jul 2024 15:43:07 -0400, Spalls Hurgenson <spallshurgenson@gmail.com> wrote:

    I mean, do you remember what a radical concept it felt in "Ultima IV"
    was when it was announced that the goal of the game was /NOT/ to
    murder your way through the world?* For a lot of players, that was the
    first time they even considered there could be more to the genre!





    * even though, in the end, it pretty much still was ;)

    Heh. :)

    I was ready to post to remind you how much fighting you were required
    to do in Ultima IV but you saved yourself with this last line. :-P

    Around 3/4 through the game, you're going to max out your experience and
    have a party of 8 lvl 8 classes. At that point, it doesn't help to kill enemies except for to gain their money or items. I loved those rooms in
    the dungeon where you would fight drakes and Balrogs and unlock the room
    by doing whatever. One of my earliest priorities was maxing out my
    weapons. Had 3 or more magic hammers, the best weapon I could find,
    cost 1500 gold each.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Mike S.@21:1/5 to All on Tue Jul 16 15:49:23 2024
    On Tue, 16 Jul 2024 12:50:11 -0500, Zersterer <nochsfentor@yahoo.com>
    wrote:

    Around 3/4 through the game, you're going to max out your experience and
    have a party of 8 lvl 8 classes. At that point, it doesn't help to kill >enemies except for to gain their money or items. I loved those rooms in
    the dungeon where you would fight drakes and Balrogs and unlock the room
    by doing whatever. One of my earliest priorities was maxing out my
    weapons. Had 3 or more magic hammers, the best weapon I could find,
    cost 1500 gold each.

    3/4 of the game felt like combat to me. Usually I am fine with
    fighting in RPGs but combat was not the game's strength. I preferred
    exploring, mapping and talking to the inhabitants.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Zaghadka@21:1/5 to Spalls Hurgenson on Tue Jul 16 18:24:59 2024
    On Mon, 15 Jul 2024 15:43:07 -0400, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    I mean, do you remember what a radical concept it felt in "Ultima IV"
    was when it was announced that the goal of the game was /NOT/ to
    murder your way through the world?* For a lot of players, that was the
    first time they even considered there could be more to the genre!

    You're talking to the guy that used the Skull of Mondain as soon as he
    got it. It should have created an unrecoverable save file of doom like Undertale.

    It was so cool. What an ending!

    --
    Zag

    No one ever said on their deathbed, 'Gee, I wish I had
    spent more time alone with my computer.' ~Dan(i) Bunten

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From JAB@21:1/5 to Spalls Hurgenson on Wed Jul 17 09:28:57 2024
    On 15/07/2024 20:43, Spalls Hurgenson wrote:
    it didn't help when D&D started getting ported to computers. Because
    early computers were GREAT with the number crunching, but were pretty
    poor with the story and characters. Computer RPGs/still/ struggle
    with making a game where the combat isn't the most dominant feature.
    Our beloved 8-bits were far inferior machines; they hadn't a chance in capturing what made table-top gaming such a fascinating hobby. So
    those early RPGs - most of which were either licensed D&D games or
    very closely based upon it- were little more than brain-dead combat simulators and loot collectors. Which in turn reinforced the idea that
    was all that D&D really was.

    I knew you could get it back to video games! I think you just have to
    have different expectations of CRPG's from TT RPG's because, as you say, computers just aren't very good at the bit that makes the later stand
    out for other TT games.

    It's not just the overall flexibility but CRPG's aren't very good at encouraging you to play in character but instead play a version of
    yourself*. The example I normal use is the classic trope of the old
    crying woman who has lost here husband or child. You end up doing the
    quest not because that what's your character would do but instead
    because you know you'll get a bauble at the end of it and you get to do something. It's just horribly binary.

    Problem the best version I've played is Disco Elysium as it doesn't have
    that feeling of pass = good, fail = bad (and probably a reload), instead
    it's how the story advances. Even then you can't, as yet, get to the
    stage where a GM invents things on the fly or thinks that's not how the
    story is supposed to advance at all but I'll go with it. Oh you want to
    visit a cafe and ask around for information even though the scenario
    doesn't have one. Ok here's one and we'll have a waitress who is the
    sister of a nurse who used to work at the sanatorium. Now you want to
    visit her yet again, oh the cultists are monitoring your activities and
    decide they can work the fake suicide also into her brutal murder.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Zaghadka@21:1/5 to All on Wed Jul 17 10:24:48 2024
    On Wed, 17 Jul 2024 09:28:57 +0100, in comp.sys.ibm.pc.games.action, JAB
    wrote:

    On 15/07/2024 20:43, Spalls Hurgenson wrote:
    it didn't help when D&D started getting ported to computers. Because
    early computers were GREAT with the number crunching, but were pretty
    poor with the story and characters. Computer RPGs/still/ struggle
    with making a game where the combat isn't the most dominant feature.
    Our beloved 8-bits were far inferior machines; they hadn't a chance in
    capturing what made table-top gaming such a fascinating hobby. So
    those early RPGs - most of which were either licensed D&D games or
    very closely based upon it- were little more than brain-dead combat
    simulators and loot collectors. Which in turn reinforced the idea that
    was all that D&D really was.

    I knew you could get it back to video games! I think you just have to
    have different expectations of CRPG's from TT RPG's because, as you say, >computers just aren't very good at the bit that makes the later stand
    out for other TT games.

    It's not just the overall flexibility but CRPG's aren't very good at >encouraging you to play in character but instead play a version of
    yourself*. The example I normal use is the classic trope of the old
    crying woman who has lost here husband or child. You end up doing the
    quest not because that what's your character would do but instead
    because you know you'll get a bauble at the end of it and you get to do >something. It's just horribly binary.

    Vampire: Bloodlines did a pretty good job with this. Ever play a
    nosferatu in that one?

    So does BG3, with it's 300 pre-recorded vicious mockeries. You can also literally talk one of your companions into becoming a mind flayer.
    Problem is, making it even close to TTRPG is a *lot* of work. Larian put
    in that work during Early Access. It's the first use of Early Access I
    actually approve of. If it lets a developer have a ridiculously extended development phase and they really use it to do the work, I'm for it.

    --
    Zag

    No one ever said on their deathbed, 'Gee, I wish I had
    spent more time alone with my computer.' ~Dan(i) Bunten

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From candycanearter07@21:1/5 to Zaghadka on Wed Jul 17 16:00:03 2024
    Zaghadka <zaghadka@hotmail.com> wrote at 23:24 this Tuesday (GMT):
    On Mon, 15 Jul 2024 15:43:07 -0400, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    I mean, do you remember what a radical concept it felt in "Ultima IV"
    was when it was announced that the goal of the game was /NOT/ to
    murder your way through the world?* For a lot of players, that was the >>first time they even considered there could be more to the genre!

    You're talking to the guy that used the Skull of Mondain as soon as he
    got it. It should have created an unrecoverable save file of doom like Undertale.

    It was so cool. What an ending!


    I've never gotten the geno ending on UT (sans sucks) but I think you can technically recover it by regediting and messing with steam cloud saves
    --
    user <candycane> is generated from /dev/urandom

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From candycanearter07@21:1/5 to Spalls Hurgenson on Wed Jul 17 15:50:03 2024
    Spalls Hurgenson <spallshurgenson@gmail.com> wrote at 17:07 this Tuesday (GMT):
    On Tue, 16 Jul 2024 15:10:06 -0000 (UTC), candycanearter07
    <candycanearter07@candycanearter07.nomail.afraid> wrote:

    Spalls Hurgenson <spallshurgenson@gmail.com> wrote at 18:23 this Sunday (GMT):
    On Sat, 13 Jul 2024 14:09:31 -0400, Mike S. <Mike_S@nowhere.com>
    wrote:

    On Sat, 13 Jul 2024 16:30:07 -0000 (UTC), candycanearter07 >>>><candycanearter07@candycanearter07.nomail.afraid> wrote:

    Interesting, I'm surprised there's still programs available for that.

    Heh. :) There is probably software out there to fill any and every >>>>niche.

    You just gotta find it; that's the real trick.

    But with nearly 8 billion computer* users, for every problem you've
    ever faced, there's likely 10,000 users who had a similar issue... and
    at least one of them is gonna be nuts enough to program a solution.
    And most people crazy enough to put in that much effort are going to
    put it out on the Internet somewhere, either for profit, bragging
    rights, or just out of sheer niceness.

    I remembering randomly trawling through various FTP and app-hosting
    websites, just because inevitably I'd stumble a utility that solved an
    issue I barely even recognized I'd had up to that point. I'd download
    it for free, and then use it once every two or three years when the
    issue reared its head.

    I'm sure nowadays the best place to look would be github.

    But -getting back to the topic on hand- third-party mapping programs
    for computer RPGs have existed for a long time, although they were a
    lot less ease-of-use back then. Largely because most games ran on DOS,
    and DOS was a single-process program, so you couldn't (easily) run a
    helper app and the game at the same time. But even from the earliest
    days there were a variety of hacks and apps to help the lost
    adventurer.

    I kinda figured :P were you intended to print it out?

    From what I recall (it's been a long time and I never really used any
    of the programs), the utils generally fell into one of three types

    a) create a template for you to print and fill out

    b) ran a program that you could fill out on the computer -but
    not while the game was running! You'd have to jump in and
    out of the game. Or I guess maybe you were just supposed to
    make the maps by hand and then transfer them over to the
    app? But at least in the end you'd have less messy maps
    than if you did it by hand ;-). Usually let you print
    out the final product.

    c) read the data files of the game and recreated the maps
    from there (which you could then print out). These were
    the best but were very rare.

    Only very much later did you have mapping programs that ran
    /concurrently/ with the games. It was hard to do, after all. DOS was
    so basic, that every game was essentially an operating system of its
    own, and you'd essentially have to hack the GameOS to get your app to
    work in tandem.

    And given how resource strapped computers were, and how optimized
    games were, squeezing in a tool like that was something only the very
    best programmers could do.

    At least until Windows rolled around, and multitasking became a thing.



    Of course, there were other applets too: save-game/character editors, trainers, tools to manipulate the game-data, etc. Generally, I
    discovered all these tools /long after/ I stopped playing the games in question but it was amazing how many were available.

    But finding them in the first place... that was always the problem.
    We're spoiled by Google.


    Pretty cool :D
    --
    user <candycane> is generated from /dev/urandom

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Zaghadka@21:1/5 to All on Wed Jul 17 12:47:54 2024
    On Wed, 17 Jul 2024 16:00:03 -0000 (UTC), in
    comp.sys.ibm.pc.games.action, candycanearter07 wrote:

    Zaghadka <zaghadka@hotmail.com> wrote at 23:24 this Tuesday (GMT):
    On Mon, 15 Jul 2024 15:43:07 -0400, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    I mean, do you remember what a radical concept it felt in "Ultima IV"
    was when it was announced that the goal of the game was /NOT/ to
    murder your way through the world?* For a lot of players, that was the >>>first time they even considered there could be more to the genre!

    You're talking to the guy that used the Skull of Mondain as soon as he
    got it. It should have created an unrecoverable save file of doom like
    Undertale.

    It was so cool. What an ending!


    I've never gotten the geno ending on UT (sans sucks) but I think you can >technically recover it by regediting and messing with steam cloud saves

    Did you get to the point where XP was named "eXecution Points" and level
    was actually your "level of violence?"

    Yeah, you can hack your way out of it, but it's still what the player
    deserved. First real consequences I've seen in a game in a long time.

    --
    Zag

    No one ever said on their deathbed, 'Gee, I wish I had
    spent more time alone with my computer.' ~Dan(i) Bunten

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From JAB@21:1/5 to Spalls Hurgenson on Thu Jul 18 09:33:53 2024
    On 17/07/2024 16:14, Spalls Hurgenson wrote:
    On Wed, 17 Jul 2024 09:28:57 +0100, JAB <noway@nochance.com> wrote:

    On 15/07/2024 20:43, Spalls Hurgenson wrote:
    it didn't help when D&D started getting ported to computers. Because
    early computers were GREAT with the number crunching, but were pretty
    poor with the story and characters. Computer RPGs/still/ struggle
    with making a game where the combat isn't the most dominant feature.
    Our beloved 8-bits were far inferior machines; they hadn't a chance in
    capturing what made table-top gaming such a fascinating hobby. So
    those early RPGs - most of which were either licensed D&D games or
    very closely based upon it- were little more than brain-dead combat
    simulators and loot collectors. Which in turn reinforced the idea that
    was all that D&D really was.

    I knew you could get it back to video games! I think you just have to
    have different expectations of CRPG's from TT RPG's because, as you say,
    computers just aren't very good at the bit that makes the later stand
    out for other TT games.

    It's not just the overall flexibility but CRPG's aren't very good at
    encouraging you to play in character but instead play a version of
    yourself*. The example I normal use is the classic trope of the old
    crying woman who has lost here husband or child. You end up doing the
    quest not because that what's your character would do but instead
    because you know you'll get a bauble at the end of it and you get to do
    something. It's just horribly binary.

    Yeah, CRPGs suffer a lot from people playing the meta-game; with an overfamiliarity of the tropes and basing their actions on that rather
    than playing in character.


    Problem the best version I've played is Disco Elysium as it doesn't have
    that feeling of pass = good, fail = bad (and probably a reload), instead
    it's how the story advances. Even then you can't, as yet, get to the
    stage where a GM invents things on the fly or thinks that's not how the
    story is supposed to advance at all but I'll go with it. Oh you want to
    visit a cafe and ask around for information even though the scenario
    doesn't have one. Ok here's one and we'll have a waitress who is the
    sister of a nurse who used to work at the sanatorium. Now you want to
    visit her yet again, oh the cultists are monitoring your activities and
    decide they can work the fake suicide also into her brutal murder.


    Disco is one of the better games in that regard. Unfortunately, I
    think the setting was just a bit too weird to ever allow it to have
    the impact it deserves.


    I really like the setting as it was one that I've never played before,
    as it was with the stats and thought cabinet (skills). Then you had the
    more political aspects that allowed you lean into the type of world view
    that you were playing. Obviously the shame, at least for me, is the
    kerfuffle at the company means that he chances of a worthy sequel, or
    even DLC, ever being released are pretty low.

    But for me, it's mostly the limited flexibility of CRPGs that gets me.
    Your lack of options in dealing with any event is just so...
    frustrating. Even the best of them rarely offer more than the usual
    three (kill, sneak, talk), and even then it's always along tightly
    proscribe avenues. This is understandable, given the limitations of technology and how resource consuming it would be to create a
    multitude of options., but it's why I still prefer tabletop gaming.

    In fact, I've introduced several groups of people to tabletop gaming primarily to show them how much more intricate RPGs could be than what they've been shown in video games. That horde of goblins? You don't
    have to fight them just because they're there. Build a trap! Hire an
    army to do the fighting for you! Convince the goblins to switch sides!
    Poison their food supply! False-flag an attack so the blame falls on
    the kobolds! Join the goblins in their attacks! Dominate them so they
    become your evil army! Just walk away and let the goblins kill all
    those pesky villagers. Or practically anything you can think of.

    Half the fun of tabletop RPGs is when the players come up with an idea
    that the GM hasn't thought of (it's also half the aggravation of the
    game too, at least if you're the DM ;-).


    It certainly took me time as a GM to really get into the aspect of I
    didn't see that coming and not acting like a rabbit in headlights but
    actually enjoying it.

    Saying that, I have had a couple of sessions that I had to cut short as
    I said to the players that I had just lost were this was going so I
    needed to have a bit of time just to think where we go to next.

    And it's where CRPGs fail miserably.

    But they're slowly getting better. I mean, I don't expect the computer
    games will get anywhere close to the flexibility of a real GM anytime
    soon, but it's SO much better than what we had in the early 80s.

    One I do think is possible is a different style of gameplay where the
    actually story is completely driven by the players themselves and you
    have no GM. Fiasco is a fun TT RPG based around this concept. So you
    start with a initial setting, characters with relationships between each
    other and also goals. Then it's up to the players to basically act out
    the story with a little help from die rolls.

    It's kinda like a better version of AI Dungeon in that it's cooperative
    story telling where the second player is an AI.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From JAB@21:1/5 to Zaghadka on Fri Jul 19 10:07:53 2024
    On 15/07/2024 16:39, Zaghadka wrote:
    On Mon, 15 Jul 2024 12:51:51 +0100, in comp.sys.ibm.pc.games.action, JAB wrote:

    On 14/07/2024 19:15, Spalls Hurgenson wrote:
    How do we loop this all back to video games? Which, you know, is the
    whole point of this newsgroup? ?

    Tricky one. Can you think of any game that wasn't played how the
    designers imagined it. Off the top of my head I've come up with none.

    Any Bethesda game. Especially Oblivion where I decided the main quest was boring and stupid, reloaded, and did only open world stuff. I also spent
    a lot of time in that game, disturbingly, arranging corpses into
    compromising positions with each other, because I could.

    In Fallout 4, I figured out that if you never talk to Preston Garvey to finish off the power armor quest, the entire base-building suckfest is omitted. That's how I played it in a second run. I don't believe that was intended play.

    I notoriously break computer games all the time by doing things that the designers never imagined would happen. I stayed in the closet in The
    Stanley Parable for literal hours, even walked away from my computer and
    had a meal, and it crashed when I finally decided to get out. If you
    haven't played a game differently than the designers imagined it, you
    aren't trying hard enough. Some games even count on it as a mechanic.

    And anyone using "noclip" cheats for that matter. I don't think any
    designer imagines a game to be played with spl01tz. They know it's going
    to happen, but it's not the way the game was designed to be played.

    Maybe I misunderstand your question though...


    It was more games where the norm among players was not to conform to
    what the designers intended but the players didn't even realise it.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From JAB@21:1/5 to Zaghadka on Fri Jul 19 10:14:01 2024
    On 15/07/2024 16:31, Zaghadka wrote:
    On Sun, 14 Jul 2024 14:15:29 -0400, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    On Sun, 14 Jul 2024 10:15:18 +0100, JAB <noway@nochance.com> wrote:

    Now...

    How do we loop this all back to video games? Which, you know, is the
    whole point of this newsgroup? ;-P

    Oh come now. This sprawling D&D threadjacking is as time honored a
    tradition as the "is it really an RPG?" discussion, and
    "rec.games.frp.dnd" is a graveyard. It's a graveyard several of us
    frequent from time to time, but the truly interesting discussions are to
    be had here.

    This is no longer "comp.sys.ibm.pc.games.action." It's basically "alt.grognards.pc.games."

    Yes, I see your tongue waggling, but enough is enough, sir. ;^)


    Basically yes, the days of having enough traffic just for PC action
    games is long gone as are the dozen or so groups I used to use. To be
    honest I'm surprised this group is still going and I don't really
    understand why it's different to the other groups I used to use. Glad it
    is here of course though!

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From candycanearter07@21:1/5 to Zaghadka on Fri Jul 19 14:50:05 2024
    Zaghadka <zaghadka@hotmail.com> wrote at 17:47 this Wednesday (GMT):
    On Wed, 17 Jul 2024 16:00:03 -0000 (UTC), in
    comp.sys.ibm.pc.games.action, candycanearter07 wrote:

    Zaghadka <zaghadka@hotmail.com> wrote at 23:24 this Tuesday (GMT):
    On Mon, 15 Jul 2024 15:43:07 -0400, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    I mean, do you remember what a radical concept it felt in "Ultima IV" >>>>was when it was announced that the goal of the game was /NOT/ to
    murder your way through the world?* For a lot of players, that was the >>>>first time they even considered there could be more to the genre!

    You're talking to the guy that used the Skull of Mondain as soon as he
    got it. It should have created an unrecoverable save file of doom like
    Undertale.

    It was so cool. What an ending!


    I've never gotten the geno ending on UT (sans sucks) but I think you can >>technically recover it by regediting and messing with steam cloud saves

    Did you get to the point where XP was named "eXecution Points" and level
    was actually your "level of violence?"

    Yeah, that's in the neutral/true pacifist route, which I did.

    Yeah, you can hack your way out of it, but it's still what the player deserved. First real consequences I've seen in a game in a long time.

    (of course unless you count online games as "real consequenses ;))

    Yeah, its awesome
    --
    user <candycane> is generated from /dev/urandom

    --- SoupGate-Win32 v1.05
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  • From candycanearter07@21:1/5 to JAB on Fri Jul 19 14:50:06 2024
    JAB <noway@nochance.com> wrote at 09:07 this Friday (GMT):
    On 15/07/2024 16:39, Zaghadka wrote:
    On Mon, 15 Jul 2024 12:51:51 +0100, in comp.sys.ibm.pc.games.action, JAB
    wrote:

    On 14/07/2024 19:15, Spalls Hurgenson wrote:
    How do we loop this all back to video games? Which, you know, is the
    whole point of this newsgroup? ?

    Tricky one. Can you think of any game that wasn't played how the
    designers imagined it. Off the top of my head I've come up with none.

    Any Bethesda game. Especially Oblivion where I decided the main quest was
    boring and stupid, reloaded, and did only open world stuff. I also spent
    a lot of time in that game, disturbingly, arranging corpses into
    compromising positions with each other, because I could.

    In Fallout 4, I figured out that if you never talk to Preston Garvey to
    finish off the power armor quest, the entire base-building suckfest is
    omitted. That's how I played it in a second run. I don't believe that was
    intended play.

    I notoriously break computer games all the time by doing things that the
    designers never imagined would happen. I stayed in the closet in The
    Stanley Parable for literal hours, even walked away from my computer and
    had a meal, and it crashed when I finally decided to get out. If you
    haven't played a game differently than the designers imagined it, you
    aren't trying hard enough. Some games even count on it as a mechanic.

    And anyone using "noclip" cheats for that matter. I don't think any
    designer imagines a game to be played with spl01tz. They know it's going
    to happen, but it's not the way the game was designed to be played.

    Maybe I misunderstand your question though...


    It was more games where the norm among players was not to conform to
    what the designers intended but the players didn't even realise it.


    Well, does rocket jumping from quake/tf2 count?
    --
    user <candycane> is generated from /dev/urandom

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Justisaur@21:1/5 to Mike S. on Wed Jul 24 08:24:18 2024
    On 7/10/2024 5:55 AM, Mike S. wrote:
    On Mon, 08 Jul 2024 15:41:08 -0400, Spalls Hurgenson <spallshurgenson@gmail.com> wrote:

    Still, I've never made any real attempt to replay the expansion. I've
    gone through the original numerous times, but that one trek through
    "American Revolt's" levels were enough for me. These days, given its
    reputation for difficulty, I don't even /try/.

    I want to play Syndicate again at some point as I only went through it
    once and after all these years, it will feel almost fresh to me. I
    will keep Xocyll's advice in mind about Gauss guns and see if the
    expansion is as hard as I remember it being.

    IIRC I used the weapon that let you hack people into fighting for you extensively. I don't remember if I ever played the expansion though.

    I did play #2 and got stuck fairly early and only replayed it much later
    after internet was well established to look up how to get past that
    spot, and finally beat it. I didn't enjoy it anywhere near as much as
    the original, something in the changes just lost the magic for me,
    possibly the lack of the hacking people being there or effective. I
    always love charming things.

    --
    -Justisaur

    ø-ø
    (\_/)\
    `-'\ `--.___,
    ¶¬'\( ,_.-'
    \\
    ^'

    --- SoupGate-Win32 v1.05
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  • From Justisaur@21:1/5 to Zaghadka on Wed Jul 24 08:36:15 2024
    On 7/10/2024 4:22 AM, Zaghadka wrote:
    On Wed, 10 Jul 2024 09:28:12 +0100, in comp.sys.ibm.pc.games.action, JAB wrote:

    Another one of my pet peeves, monsters that just inhabit rooms waiting
    to be killed by some passing adventurers. Do they never eat, sleep, work?

    Ah, the Gygax approach. Yeah, that's why 2e introduced this whole novel concept called "ecology." That and the idea that creatures - that should
    be mortal enemies - are just hanging out in one room, never leaving,
    while the other group they hate hangs out in another is silliness.


    Actually B2 Keep on the Borderlands (Gygax module) had a lot of things
    where monsters would react differently and even do things like the
    goblins throwing food down a hole to get their friend the ogre to come
    help them against the party. It was quite possible to pit them against
    each other, and also suggested restocking the dungeon after some time.
    It suggested that they were all in an uneasy balance of power and didn't
    attack each other much due to that, and once the PCs arrive they start
    thinking more about allying because of the threat.

    One of my favorites just for that reason.

    The G series has some reaction stuff too (also Gygax)

    --
    -Justisaur

    ø-ø
    (\_/)\
    `-'\ `--.___,
    ¶¬'\( ,_.-'
    \\
    ^'

    --- SoupGate-Win32 v1.05
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  • From Justisaur@21:1/5 to Spalls Hurgenson on Wed Jul 24 08:30:25 2024
    On 7/9/2024 9:27 AM, Spalls Hurgenson wrote:
    On Mon, 8 Jul 2024 21:46:05 +0100, JAB <noway@nochance.com> wrote:


    Strange really as when I look back at say Dungeon Master part of the fun
    was getting the graph paper out and making a map. Possibly games have
    swung too much they other way were it can feel like you're playing
    follow the quest marker. Another one I don't like is kneel behind a wall
    to recover health or the ability to 'long rest' in the middle of a dungeon.

    YMMV.

    Even back-in-the-day I disliked the 'make your own map' requirement of
    a lot of adventure and role-playing games. Especially since it
    promoted stupidly labyrinthine (and unrealistic) dungeon design whose
    sole purpose was to artificially lengthen the game rather than provide
    a fun experience.

    When games like "Ultima Underworld" or "Might & Magic III" started
    adding automap as a standard feature, I rejoiced. All of a sudden
    dungeon crawls could be FUN rather than tedious step-by-step grind
    where you had to carefully mark out every step. I could focus on the
    ambience and environment rather than have to jump away every step to
    scribble some marks on a piece of paper.

    (In fairness, nowadays I've got a pretty good sense of direction and
    usually can figure out my way through most dungeons -old school or
    not- without resorting to maps. I'm pretty sure my years playing
    Wizardry and Bards Quest and the like are to thank for that skill ;-)

    With that out of the way, I've kept many of my older hand-drawn maps
    from that era and have a certain nostalgic appreciation towards them.
    But I'm not going to ever bother doing anything so insane again. If
    your game's labyrinths are so complex that mapping is required? That's
    a game I'm probably not playing. (you're probably the sort of
    developer that thinks teleport traps and spinners are fun too.)

    Or you just look up the maps on the internet for those games.

    Yes I mapped out by hand PoR, Bard's Tale etc. but I can't be assed to
    do that ever again. Tedious.

    I can't say anyone ever maps playing D&D anymore either, for quite a
    long time. I did have one very confusing module I ran where the players
    did finally bother to do it in 3.5, but it was still tedious and they
    didn't like it, and neither really did I.

    --
    -Justisaur

    ø-ø
    (\_/)\
    `-'\ `--.___,
    ¶¬'\( ,_.-'
    \\
    ^'

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Justisaur@21:1/5 to Zaghadka on Wed Jul 24 09:06:31 2024
    On 7/10/2024 4:24 AM, Zaghadka wrote:
    On Sun, 7 Jul 2024 08:48:11 -0700, in comp.sys.ibm.pc.games.action,
    Justisaur wrote:

    On 7/7/2024 2:23 AM, JAB wrote:
    This one came up on a channel for table top miniatures games but they
    did also talk about computer games. Now of course this is all personal
    preference as there's no right way to enjoy games but the main thrust of >>> the argument was that the advantage of playing on easy mode (in the TT
    context that was interchangeable with social) was it gives you a lot
    more scope to be creative and play the game how you want and just try
    things out to see what happens.

    That's certain how I approach CRPG's. I don't want to go through
    numerous guides on how to build an optimal character, I want to pick
    what I fancy playing. My general strategy is start on normal mode and if >>> it all becomes too much, which it often does as the game progresses and
    your character/party becomes progressively less optimal, change it to
    easy mode and carry on.

    One of the interesting parts they said is that if you're effectively
    going to use someone else's build then what not just watch them playing
    the game. Obviously that's a bit of hyperbole but I can understand their >>> point.

    So for me, yep I play on easy mode.

    I used to do that, or normal. Falout 3 started the cure for that, as the
    game is actually easier on the hardest difficulty because you level up
    much faster, and even though the enemies scale to you, your level makes
    you exponentially better. (with the 30 level cap from BS DLC, not so
    much just because enemies become annoying bullet sponges and aren't fun
    after level 20.)

    Dark Souls 3 finally fully cured me of that. I found I liked the
    challenge better. Sure I look up builds and weapons and whatnot, but I
    still try things out and change them to suit me, or abandon overused
    "op" build because they aren't fun, or the style just doesn't work for me. >>
    In fact I don't really like difficulty sliders at all now, as they tend
    to be much more poorly tuned, doing things like just turning the enemies
    into bullet sponges or one hit kills you on harder difficulties, and
    feels like just watching a movie with no challenge at lower difficulties.

    Particularly fun in strat games like Civ V, where the AI doesn't actually
    get any smarter, it just cheats.


    Yeah those too. Master of Magic, IIRC Impossible just gave you a bunch
    of restrictions the enemies didn't have and gave them extra stuff. I eventually started playing Impossible because I got too good at the
    normal and hard mode. Unfortunately Impossible was also bugged, and
    would hit some point the game would crash at the same point even if you reloaded from old saves long before, so I never completed a game on
    Impossible. You could say it really cheated, like the player in a chess
    game tossing the board. Taking that analogy I won by default :)

    I just look at the hardness cheating as a handicap. I don't often find
    games I enjoy that I feel like I need a handicap. But I did back in the
    day with fewer games and more time, even in fallout 2 getting to the
    point of playing ironman (start over if you die.)

    The only thing recently I can point to like that is that I played so
    much dark souls 1 & 3 (and even to some extent ER,) I got to that point
    and started low level runs too even though the games are very hard. I
    never did finish them (maybe DS1 I don't remember for sure.)

    --
    -Justisaur

    ø-ø
    (\_/)\
    `-'\ `--.___,
    ¶¬'\( ,_.-'
    \\
    ^'

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Justisaur@21:1/5 to Spalls Hurgenson on Wed Jul 24 08:52:24 2024
    On 7/17/2024 8:14 AM, Spalls Hurgenson wrote:
    On Wed, 17 Jul 2024 09:28:57 +0100, JAB <noway@nochance.com> wrote:

    On 15/07/2024 20:43, Spalls Hurgenson wrote:
    it didn't help when D&D started getting ported to computers. Because
    early computers were GREAT with the number crunching, but were pretty
    poor with the story and characters. Computer RPGs/still/ struggle
    with making a game where the combat isn't the most dominant feature.
    Our beloved 8-bits were far inferior machines; they hadn't a chance in
    capturing what made table-top gaming such a fascinating hobby. So
    those early RPGs - most of which were either licensed D&D games or
    very closely based upon it- were little more than brain-dead combat
    simulators and loot collectors. Which in turn reinforced the idea that
    was all that D&D really was.

    I knew you could get it back to video games! I think you just have to
    have different expectations of CRPG's from TT RPG's because, as you say,
    computers just aren't very good at the bit that makes the later stand
    out for other TT games.

    It's not just the overall flexibility but CRPG's aren't very good at
    encouraging you to play in character but instead play a version of
    yourself*. The example I normal use is the classic trope of the old
    crying woman who has lost here husband or child. You end up doing the
    quest not because that what's your character would do but instead
    because you know you'll get a bauble at the end of it and you get to do
    something. It's just horribly binary.

    Yeah, CRPGs suffer a lot from people playing the meta-game; with an overfamiliarity of the tropes and basing their actions on that rather
    than playing in character.


    Problem the best version I've played is Disco Elysium as it doesn't have
    that feeling of pass = good, fail = bad (and probably a reload), instead
    it's how the story advances. Even then you can't, as yet, get to the
    stage where a GM invents things on the fly or thinks that's not how the
    story is supposed to advance at all but I'll go with it. Oh you want to
    visit a cafe and ask around for information even though the scenario
    doesn't have one. Ok here's one and we'll have a waitress who is the
    sister of a nurse who used to work at the sanatorium. Now you want to
    visit her yet again, oh the cultists are monitoring your activities and
    decide they can work the fake suicide also into her brutal murder.


    Disco is one of the better games in that regard. Unfortunately, I
    think the setting was just a bit too weird to ever allow it to have
    the impact it deserves.


    But for me, it's mostly the limited flexibility of CRPGs that gets me.
    Your lack of options in dealing with any event is just so...
    frustrating. Even the best of them rarely offer more than the usual
    three (kill, sneak, talk), and even then it's always along tightly
    proscribe avenues. This is understandable, given the limitations of technology and how resource consuming it would be to create a
    multitude of options., but it's why I still prefer tabletop gaming.

    In fact, I've introduced several groups of people to tabletop gaming primarily to show them how much more intricate RPGs could be than what they've been shown in video games. That horde of goblins? You don't
    have to fight them just because they're there. Build a trap! Hire an
    army to do the fighting for you! Convince the goblins to switch sides!
    Poison their food supply! False-flag an attack so the blame falls on
    the kobolds! Join the goblins in their attacks! Dominate them so they
    become your evil army! Just walk away and let the goblins kill all
    those pesky villagers. Or practically anything you can think of.

    Half the fun of tabletop RPGs is when the players come up with an idea
    that the GM hasn't thought of (it's also half the aggravation of the
    game too, at least if you're the DM ;-).

    And it's where CRPGs fail miserably.

    But they're slowly getting better. I mean, I don't expect the computer
    games will get anywhere close to the flexibility of a real GM anytime
    soon, but it's SO much better than what we had in the early 80s.

    I find there's very very few DMs that actually have that flexibility either.

    --
    -Justisaur

    ø-ø
    (\_/)\
    `-'\ `--.___,
    ¶¬'\( ,_.-'
    \\
    ^'

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Mike S.@21:1/5 to All on Wed Jul 24 17:54:55 2024
    On Wed, 24 Jul 2024 08:24:18 -0700, Justisaur <justisaur@yahoo.com>
    wrote:

    IIRC I used the weapon that let you hack people into fighting for you >extensively. I don't remember if I ever played the expansion though.

    The Persuadetron I think it was called.. or something like that.

    --- SoupGate-Win32 v1.05
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  • From Dimensional Traveler@21:1/5 to Spalls Hurgenson on Wed Jul 24 21:48:17 2024
    On 7/24/2024 6:25 PM, Spalls Hurgenson wrote:
    On Wed, 24 Jul 2024 08:52:24 -0700, Justisaur <justisaur@yahoo.com>
    wrote:
    On 7/17/2024 8:14 AM, Spalls Hurgenson wrote:

    But they're slowly getting better. I mean, I don't expect the computer
    games will get anywhere close to the flexibility of a real GM anytime
    soon, but it's SO much better than what we had in the early 80s.

    I find there's very very few DMs that actually have that flexibility either.

    A lot of players, too. Some practically freeze at the idea of picking
    their own path, especially when it goes beyond the usual "kill" or
    "talk" options. Just the idea that they DON'T have to follow the quest
    is alien to them.

    But that's okay too; all sorts of players can enjoy the game. It works
    best when you have players whose style matches the expectations of the
    DM.

    Some game-masters just want to drop their players in an open sandbox
    and let the players make their own story. ("If ther evil sorcerer gets
    a certain magic ring, he will become an unstoppable force and take
    over the world. You have the ring. What do you do?"). But, like I've
    said, a lot of players just can't deal with that. I've seen campaigns
    grind to a halt as they just wait for something to happen to them,
    able only to react rather than act.

    Other DMs want to provide a more involved story, with interesting
    characters and twists and increasing tension as the pace quickens.
    Players going off and just abandoning the quest or moving in an
    unexpected direction ("What do you mean, you're going west? Questgiver
    told you that your next contact was in a town to the east!") can be incredibly frustrating to DMs like that.

    Personally, I fall somewhere in between. I tend to write overly
    developed adventures, well-paced and with lots of options to get
    players back on track because I think (and I'd wager my players
    generally agree) that I write interesting stories for them to play
    around with. But I /love/ when the players come up with an idea I
    haven't thought of.

    (Well, I say I love it. There's always that moment of terror
    when I go, "Oh God, what do I do know? Why couldn't those
    idiots just follow the obvious breadcrumb trail I left them!
    Now I gotta make something up on the fly!" It's as much
    aggravating as it is exciting)

    And I'll be the first to admit my off-the-cuff responses aren't as
    good as my pre-planned adventures (especially when it comes to
    creating new names for characters and locations. Names are hard). But
    it's those bits that are some of the most fun too, because it's when
    our entire group is involved in the world-building and story-making;
    it's not just me but all of us! It's an awesome experience.

    Not that I was always like that. The first time this happened
    --decades upon decades in the past-- I literally threw up my hands and
    cursed out the players. "The campaign's ruined; you guys fucked
    everything up."

    [Probably not those exact words. I was less coarse and foul-
    mouthed in those days ;-]

    It took me days to forgive them (and longer to agree to DM again). But
    I've mellowed a bit over the years.

    It is kind of funny, I just finished reading the 'Dream Park' series of
    sci-fi books. 'Dream Park' is a future super-park for live action
    role-playing with super-tech holograms and such. BIG money involved,
    huge industry, yada yada. All four of the books involve adventuring
    parties who go "off script" but because of the massive amounts of money involved (the games are live broadcast around the world) the Game
    Masters have to improvise on the fly. And trust me, the "off-script" is MASSIVELY beyond any "off-script" some nerds sitting around a table do. :D

    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From JAB@21:1/5 to Justisaur on Thu Jul 25 08:39:48 2024
    On 24/07/2024 16:52, Justisaur wrote:
    On 7/17/2024 8:14 AM, Spalls Hurgenson wrote:
    On Wed, 17 Jul 2024 09:28:57 +0100, JAB <noway@nochance.com> wrote:

    On 15/07/2024 20:43, Spalls Hurgenson wrote:
    it didn't help when D&D started getting ported to computers. Because
    early computers were GREAT with the number crunching, but were pretty
    poor with the story and characters. Computer RPGs/still/  struggle
    with making a game where the combat isn't the most dominant feature.
    Our beloved 8-bits were far inferior machines; they hadn't a chance in >>>> capturing what made table-top gaming such a fascinating hobby. So
    those early RPGs - most of which were either licensed D&D games or
    very closely based upon it- were little more than brain-dead combat
    simulators and loot collectors. Which in turn reinforced the idea that >>>> was all that D&D really was.

    I knew you could get it back to video games! I think you just have to
    have different expectations of CRPG's from TT RPG's because, as you say, >>> computers just aren't very good at the bit that makes the later stand
    out for other TT games.

    It's not just the overall flexibility but CRPG's aren't very good at
    encouraging you to play in character but instead play a version of
    yourself*. The example I normal use is the classic trope of the old
    crying woman who has lost here husband or child. You end up doing the
    quest not because that what's your character would do but instead
    because you know you'll get a bauble at the end of it and you get to do
    something. It's just horribly binary.

    Yeah, CRPGs suffer a lot from people playing the meta-game; with an
    overfamiliarity of the tropes and basing their actions on that rather
    than playing in character.


    Problem the best version I've played is Disco Elysium as it doesn't have >>> that feeling of pass = good, fail = bad (and probably a reload), instead >>> it's how the story advances. Even then you can't, as yet, get to the
    stage where a GM invents things on the fly or thinks that's not how the
    story is supposed to advance at all but I'll go with it. Oh you want to
    visit a cafe and ask around for information even though the scenario
    doesn't have one. Ok here's one and we'll have a waitress who is the
    sister of a nurse who used to work at the sanatorium. Now you want to
    visit her yet again, oh the cultists are monitoring your activities and
    decide they can work the fake suicide also into her brutal murder.


    Disco is one of the better games in that regard. Unfortunately, I
    think the setting was just a bit too weird to ever allow it to have
    the impact it deserves.


    But for me, it's mostly the limited flexibility of CRPGs that gets me.
    Your lack of options in dealing with any event is just so...
    frustrating. Even the best of them rarely offer more than the usual
    three (kill, sneak, talk), and even then it's always along tightly
    proscribe avenues. This is understandable, given the limitations of
    technology and how resource consuming it would be to create a
    multitude of options., but it's why I still prefer tabletop gaming.

    In fact, I've introduced several groups of people to tabletop gaming
    primarily to show them how much more intricate RPGs could be than what
    they've been shown in video games. That horde of goblins? You don't
    have to fight them just because they're there. Build a trap! Hire an
    army to do the fighting for you! Convince the goblins to switch sides!
    Poison their food supply! False-flag an attack so the blame falls on
    the kobolds! Join the goblins in their attacks! Dominate them so they
    become your evil army! Just walk away and let the goblins kill all
    those pesky villagers. Or practically anything you can think of.

    Half the fun of tabletop RPGs is when the players come up with an idea
    that the GM hasn't thought of (it's also half the aggravation of the
    game too, at least if you're the DM ;-).

    And it's where CRPGs fail miserably.

    But they're slowly getting better. I mean, I don't expect the computer
    games will get anywhere close to the flexibility of a real GM anytime
    soon, but it's SO much better than what we had in the early 80s.

    I find there's very very few DMs that actually have that flexibility
    either.


    I'm the GM for our Call of Cthulhu and although I try and be flexible I
    also realise that that because it's an investigation game you do need a
    story to hang that on and also players that will engage with it and not
    run away at the first sign of danger. I can't remember who said it but
    it was basically one of the skills of a GM is 'railroading' the players
    without them realising it. That doesn't mean you don't let players do
    things that you hadn't thought of but instead you work them into the
    story and how to advance it.

    It's something that comes up in CoC forums, how do I get my players to
    engage with the story and not think well this is going to turn out bad
    isn't it. You get advice of making connections from back stories to give
    them the motivation etc. The advice that I like though is just telling
    the players that they are here to play a game of cosmic horror so do
    they want to do that.

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  • From Justisaur@21:1/5 to Spalls Hurgenson on Thu Jul 25 06:24:11 2024
    On 7/24/2024 6:35 PM, Spalls Hurgenson wrote:
    On Wed, 24 Jul 2024 08:30:25 -0700, Justisaur <justisaur@yahoo.com>
    wrote:



    Or you just look up the maps on the internet for those games.

    Not much of an option back in the early 80s. Even BBS wouldn't be much
    help. Not that it wasn't possible, but the image files would probably
    be too much to download for all but the most dedicated on a 2400baud
    modem.

    Yes I mapped out by hand PoR, Bard's Tale etc. but I can't be assed to
    do that ever again. Tedious.

    It was an assumed part of the game, as much as keeping track of
    hitpoints and knowing the damage value of your long-sword. It was just
    an accepted part of the genre, as much as the idea the arcade
    mentality that would try to kill you right from the start rather than
    help you progress to the end. Fortunately, both ideas eventually were tempered by the desire to create games that were FUN rather than mean-spirited grind.

    I can't say anyone ever maps playing D&D anymore either, for quite a
    long time. I did have one very confusing module I ran where the players
    did finally bother to do it in 3.5, but it was still tedious and they
    didn't like it, and neither really did I.

    I've almost never had players create their own maps as we played. As
    you suggested, it does happen on occassion --usually when sticking the players in a labyrinthine dungeon-- but mostly they don't bother.

    But I think that's more because
    a) I tend to provide them with a visual representation using
    an erasable hex-mat and dry-wipe markers, providing an
    overview of their immediate area, and
    b) I tend not to rely on large, labyrinthine dungeons. Most
    of my dungeons tend to be fairly small (at least compared
    to traditional D&D dungeons), with maybe only a dozen
    rooms and connecting corridors. They're usually fairly
    logically laid out (since they're almost always places
    that creatures use -or used- to live and work) so it
    is fairly easy for the players to imagine the entirity
    of the place in their heads.


    I do find I far prefer smaller adventures these days. The '5 room
    dungeons' work but feel a bit on the exceedingly small size. I also
    usually used a rather large battle-mat. Online with mapping it's a lot
    easier as they can see everywhere they explored (though making maps and
    using them for battle in online play is far more pre-work) and just go
    back to where they want by moving their figures. I've also found a lot
    of people are familiar with the 'keep right' dungeon method and that
    works in most (not all) modules.

    I've even just used graph paper instead of a battle mat with letters to represent the characters and monsters like 'rogue' which works
    surprisingly well when space isn't available for the mat.

    --
    -Justisaur

    ø-ø
    (\_/)\
    `-'\ `--.___,
    ¶¬'\( ,_.-'
    \\
    ^'

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  • From Ross Ridge@21:1/5 to justisaur@yahoo.com on Thu Jul 25 14:22:04 2024
    Justisaur <justisaur@yahoo.com> >wrote:
    Or you just look up the maps on the internet for those games.

    Spalls Hurgenson <spallshurgenson@gmail.com> wrote:
    Not much of an option back in the early 80s. Even BBS wouldn't be much
    help. Not that it wasn't possible, but the image files would probably
    be too much to download for all but the most dedicated on a 2400baud
    modem.

    People were patient enough to download the games themselves from pirate
    BBSes, so the maps would have been a quick download by comparison.
    Rendered in ASCII they wouldn't take too long to download even at
    300 baud.

    That said I don't know how many BBSes back then actually had maps for
    games available. I don't remember downloading any, but I didn't need
    to as I wrote programs to generate my own.

    --
    l/ // Ross Ridge -- The Great HTMU
    [oo][oo] rridge@csclub.uwaterloo.ca
    -()-/()/ http://www.csclub.uwaterloo.ca:11068/
    db //

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  • From candycanearter07@21:1/5 to Spalls Hurgenson on Mon Jul 29 01:20:03 2024
    Spalls Hurgenson <spallshurgenson@gmail.com> wrote at 23:01 this Wednesday (GMT):
    On Wed, 24 Jul 2024 17:54:55 -0400, Mike S. <Mike_S@nowhere.com>
    wrote:

    On Wed, 24 Jul 2024 08:24:18 -0700, Justisaur <justisaur@yahoo.com>
    wrote:

    IIRC I used the weapon that let you hack people into fighting for you >>>extensively. I don't remember if I ever played the expansion though.

    The Persuadetron I think it was called.. or something like that.

    You are correct.

    The Persuadatron was an epic weapon. I'd usually spend the first half
    of the mission just running around mesmerizing the populace. The more
    people you persuaded, the more powerful the effect. If you brainwashed
    ten civilians, you're Persuadatron became powerful enough to brainwash police. With five police following you, you could brainwash enemy
    agents.

    The more powerful your agent's cyberbrain, the more effect the device
    too.

    It wasn't without risk, though. If you brainwash enemy agents, you
    don't get to keep any of the weapons they'd normally drop after you
    kill them. Selling those weapons were an early source of income in the
    game. And you could softlock your game (or at least the mission) if
    you brainwashed somebody you were supposed to kill.

    [There was a trick around that, though. Have the agent with the
    persuadatron get into a car. His brainwashed followers will all pile
    into the car with him. Have your other agents shoot the car until it
    blows up. Problem solved, albeit at the cost of an agent ;-]

    Once you got enough civilians following you, you were almost
    unstoppable. Sure, the civilians were initially unarmed but they'd
    grab any dropped weapon they could get their hands on (brainwashed
    police and agents came with their own guns, of course). Frail and
    innaccurate as they were, twenty or thirty civilians could easily take
    down an enemy agent on their own.

    The Persuadatron was /such/ an effective tactic that later missions
    nerfed it by having you run through missions with only a few (or
    sometimes no) civilians.

    Still, I remember being quite impressed at how well my PC could render
    dozens of units on screen all at the same time. Pretty good for a 386.

    ("Syndicate" was also the first game I came across that used
    DOS4GW.EXE, meaning it was possibly the first '32-bit' game I ever
    played.)


    i love "convert the enemy to your side" mechanics in games
    --
    user <candycane> is generated from /dev/urandom

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  • From Mike S.@21:1/5 to candycanearter07@candycanearter07.n on Mon Jul 29 09:14:54 2024
    On Mon, 29 Jul 2024 01:20:03 -0000 (UTC), candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> wrote:

    i love "convert the enemy to your side" mechanics in games

    "Wololo" - Age of Empires

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  • From Anssi Saari@21:1/5 to Zaghadka on Thu Aug 1 12:09:52 2024
    Zaghadka <zaghadka@hotmail.com> writes:

    In Fallout 4, I figured out that if you never talk to Preston Garvey to finish off the power armor quest, the entire base-building suckfest is omitted. That's how I played it in a second run. I don't believe that was intended play.

    Yes, exactly. Although, for some easy XP, you could walk with Garvey and
    his friends to Sanctuary and then set up shop in the nearby Red Rocket
    station. So maybe the devs did consider that.

    Somewhat similarly in Fallout 3 I stumbled upon the main plot in that
    aircraft carrier without doing any of the plot stuff between there and
    Megaton. Game continued just fine from that.

    But I can't say if there are games I've played differently from
    designed. Well, maybe some glitches in old GTA games to reach areas
    supposedly locked away.

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  • From JAB@21:1/5 to Anssi Saari on Thu Aug 1 12:58:46 2024
    On 01/08/2024 10:09, Anssi Saari wrote:
    Zaghadka <zaghadka@hotmail.com> writes:

    In Fallout 4, I figured out that if you never talk to Preston Garvey to
    finish off the power armor quest, the entire base-building suckfest is
    omitted. That's how I played it in a second run. I don't believe that was
    intended play.

    Yes, exactly. Although, for some easy XP, you could walk with Garvey and
    his friends to Sanctuary and then set up shop in the nearby Red Rocket station. So maybe the devs did consider that.

    Somewhat similarly in Fallout 3 I stumbled upon the main plot in that aircraft carrier without doing any of the plot stuff between there and Megaton. Game continued just fine from that.

    But I can't say if there are games I've played differently from
    designed. Well, maybe some glitches in old GTA games to reach areas supposedly locked away.

    I think it was on this NG that there was someone who was in the camp of
    they wouldn't play a game if a god cheat mod wasn't available as they
    wanted to explore everything the game has to offer. Each to their own
    and all that but I couldn't really understand that mentality.

    For FO, that's the way I played 3/NV and I presume it's an intentional
    design that you have a choice of just wander around and see what happens
    and forget the main plot.

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