Domain: rpgplanet.com
Stories and comments across the archive that link to rpgplanet.com.
Comments · 20
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Re:Some RPGs I remember...
Well, that was pretty much what they tried to do with Ultima IX, judging from what should have been the original plot. Blackthorn returns, backed by the Guardian, wreaking havoc on Britannia by influencing its people to interpret the Virtues into subtle mockeries of their true meaning, similar to Ultima V. With Lord British enfeebled, various factions are sending the land close to civil war. It's an interesting read.
Due to manhandling by Electronic Arts the final release of Ultima IX was a much-watered down version of this that failed to do justice to what was arguably the greatest RPG series of the 20th century.
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Re:Been there, done that
You mean like Lewt Warz
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Re:This isn't going to go well ...
reminds me of lewt wars which was posted on the Star Wars Forums
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Ob Lewt Warz Reference
Hilarious parody of MMOs by Rooks1138 posted on the SWG boards back in the day
Episode IV: A New Dewd
Episode V: The Empire Nerfs Back
Episode VI: Return of the Carebears
Episode I: The Phantom Beta -
Ob Lewt Warz Reference
Hilarious parody of MMOs by Rooks1138 posted on the SWG boards back in the day
Episode IV: A New Dewd
Episode V: The Empire Nerfs Back
Episode VI: Return of the Carebears
Episode I: The Phantom Beta -
Ob Lewt Warz Reference
Hilarious parody of MMOs by Rooks1138 posted on the SWG boards back in the day
Episode IV: A New Dewd
Episode V: The Empire Nerfs Back
Episode VI: Return of the Carebears
Episode I: The Phantom Beta -
Ob Lewt Warz Reference
Hilarious parody of MMOs by Rooks1138 posted on the SWG boards back in the day
Episode IV: A New Dewd
Episode V: The Empire Nerfs Back
Episode VI: Return of the Carebears
Episode I: The Phantom Beta -
Here is the weapon
Here are some links for the weapon... I believe
http://www.rpgplanet.com/mir/uber/uber7.asp/
http://www.geocities.com/ultimatemir/weapons.html/
Never played Mir before but 30-40+ Million of any game currency is a lot of farming, or botting.
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Re:Pretty soon we can add...
Aye, Dink Smallwood.. a fun game, that
:) I've been a member of the community ever since it was released as freeware in '99, and the source was released earlier this year, making things ever-so-interesting. Since I will soon be the webmaster of the one and only living Dink Smallwood fan site, I may as well 'pimp' it: The Dink Network Feel free to bother us all. -
Hmmmm....
Once in space, the probes would use ion propulsion engines that provide thrust by shooting out a stream of electrically charged particles. Power for the ion engines would be provided by ultra-lightweight solar arrays.
Hmmmm....so, a pair of flat, lightweight solar arrays. I betcha you'd have to mount the ion engines in parallel, to keep the thing from spinning uncontrollably. And a center sensor/instrumentation package...
Why does this sound familiar? -
While we're on the subject...
Might as well mention Morrowind, which went gold last week and is expected in stores late next week. According to the many previews out there, Morrowind looks to be more open-ended and immersive than any other RPG to date. It's only single player, but given the joys of many multiplayer RPGs, that's probably a good thing. In addition to the official site and forums, there's a good RPGPlanet site that collects most relevant information. Look for the water screenshots; they use pixel shading to get some truly impressive effects.
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NeverWinterNights, an E(xpandable)MMORPG
In the MMORPG genre, I'm retty excited about NeverWinterNights (official site here) by BioWare, the ppl who brought you Baldur's Gate. It's RPG style online game, big and 3d, but it will have the possibility to build your own Worlds with an included kit. You can then connect your worlds with others, so the release of the game is really just the first step. They kinda promised to pre-release more tiles (building blocks) to create worlds. Woh...
What I find TOTALLY cool about NWN as a D&D fan is that NWN is based on 3rd Edition D&D and you will be able to let your Game Master create a world (a town, a desert or a whole planet), and only let his players join. This way I can play D&D over the net, just with my friends. If we feel like it, we can portal to other worlds, and, as a team, slay other ppl. My RPG group has been looking for remote playing software forever, since we live pretty far away from each other.
Disclaimer before I get flamed to hell: take all of this with a pinch of salt. The general attitude of BioWare seems to be "maybe we will have this or that, I can nearly guarentee it", so I know, it's not for sure we will see ALL of this functionality.
btw, ETA for NWN is Spring 2002.
-Kraft -
Here's how to prepare for this game
Courtesy of Fargo at Gamespy (who is a very, very funny man).
Preparing for Star Wars Galaxies
Personally, I'm waiting for Neverwinter Nights
Moller -
Fallout: The Turn Based Game That Still Exists
And for good reason... it's a blast to play. I have the original, as well as the sequel, and have already pre-ordered the "squad based combat" version called Fallout: Tactics. It is a "real time" game but you disable the real time play for the classic Fallout turn-based mayhem.
I highly recommend Fallout if you like the isometric view of Diablo but don't like the real time game play.
Plus, you get the fantastic post-apocalypic environment of The Road Warrior with some good humor (making fun of themselves at times). Definitely worth picking up a used copy on eBay or from a friend.
Some Fallout sites:
Duck And Cover
No Mutants Allowed -
Infolinx
Yeah, that site sucks. It just so happens I've been sort of surveying the (non-corp) RPG pages around the web, and this one sucks less. Deals with both kinds of RPGs (electronic and tabletop), news/rumors from all over, pretty nice. It hosts the best site around for specific information on the new D&D3E books, Eric Noah's.
If you're into White Wolf's products (Mage, Vampire, Werewolf), their own site's pretty good, and Ex Libris Nocturnis isn't bad, either.
RPGnet is sort of the USA Today of the industry. You know, slick and dumb. They do have a rather nice habit of posting more than one review per book, though, so you get to see multiple perspectives, even if their writers are high schoolers.
-jpowers -
Infolinx
Yeah, that site sucks. It just so happens I've been sort of surveying the (non-corp) RPG pages around the web, and this one sucks less. Deals with both kinds of RPGs (electronic and tabletop), news/rumors from all over, pretty nice. It hosts the best site around for specific information on the new D&D3E books, Eric Noah's.
If you're into White Wolf's products (Mage, Vampire, Werewolf), their own site's pretty good, and Ex Libris Nocturnis isn't bad, either.
RPGnet is sort of the USA Today of the industry. You know, slick and dumb. They do have a rather nice habit of posting more than one review per book, though, so you get to see multiple perspectives, even if their writers are high schoolers.
-jpowers -
RPGs and BiowareThere has been a lot of threads on various boards concerning what the RPG might be like and whether it will be follow certain aspects found in Bioware's AD&D games. There has also been quite a bit of discussion as whether the D20 system is really appropriate to a Star Wars RPG as opposed to a D6 system which was used in WEG before WotC stepped into the picture. This is basically commentary to address such subject matter.
Bioware, The History
First off, let's take a look at Bioware: Bioware was the brain child of two Alberta doctors who decided for a variety of reasons to go after a dream founding the game development company we now know. Originally, Dr. Greg Zeschuk and Dr. Ray Muzyka intended on designing a fairly detailed encompassing RPG which had absolutely no relation to AD&D but still held a fantasy like aura. Later, when Black Isle and Interplay became associated with Bioware, the developers suddenly had access to Interplay's aging AD&D licences which had not been used to develop a title of wide success. From this was born the new Infinity Engine and their second title: Baldur's Gate. However, by this time Bioware had already aquired a sizable and strong development team which had experience as a cohesive unit from the development of Shattered Steel. Furthermore they had already established an annimation division which gave Bioware a specialized resource: talented exclusive annimators and modellers. Baldur's Gate was released as their first major title earning them much acclaim and respect as developers. This in term earned them the rights to MDK producing the Omen engine and the suceeding title, MDK 2.
What can be drawn from this is that Bioware is not a single title and single technology company. They are versatile and quite capable of producing a wide variety of games in many differing styles and genres. Baldur's Gate started as a non-AD&D RPG not using a D20 system. While it is indeed a AD&D game and was widely influced by the developer's experiences with pen and paper AD&D 2nd ed. the product should not be taken as the direct result of the AD&D franchise. Furthermore, they proved their ability to produce specific game engines for a widely differing genres with the creation of Shattered Steel, Infinity and Omen. These engines share very little in common but are all well done solid packages. If anything, Bioware's experience with franchises demonstrates an ability to comprehend their subject matter and produce original material which follows in not only the tradition of the franchise, but also with the concept and principles: they know what the point of their subject matter is. In this, one can trust that Bioware will produce a title fitting of Star Wars. Their Star Wars title will be a Star Wars game to the core.
Bioware, Preferences of Design
Bioware also has shown a definite preference for design spaces without too many constraints. In Baldur's Gate they choose the least defined area they could find in TSR's Forgotten Realms which allowed them to create as much original material as possible. With MDK 2, the plot only holds basic restrictions in terms of design without any specific problems such as well defined areas (this place must look like this, etc). This holds true with the new SW RPG -- set in the distant past Bioware has a lot of room to move around in. In a way this also helps alleviate any presure to have a title that falls to stigmas... not all Dwarves hate Elves, Elves don't have to be wizards or rangers, not everyone in the Battletech universe is a Mechwarrior and in Star Wars not everyone uses the Force. It is a fair assumption that the title will not be the Jedi versus the non-Jedi Force wielding bad guys -- but such is enivitable to some extent.
Bioware also tends to develop highly personalized titles. By this I mean that their titles have always been from a close perspective in terms of game narration -- Baldur's Gate was a small party of 6 or less, MDK 2 was played as one of the three protagonists and Shattered Steel was first person in all respects. I doubt they were choosen to develop an MMPOG or any similar system. Even Neverwinter Nights is a party based experience even though it has a target of approximately 64 players per server. At the core all of their games are personal stories of greate proportions. This is what their SW title will almost definitely be like... it's also a reason why their is limited competition between Verant's SW RPG and Bioware's: they are targetted at different audiences.
The Engine
It was announced that this product will be using a new engine. When Bioware announced Neverwinter Nights it was said to be using the Omen engine which was very heavily modified from MDK 2. Subsequently this will not be an Omen derivative as some have conjectured. With the experience of Omen under the belt as well as an RPG adaptation of the engine, it is fairly certain that the engine will be 3D with a more freeform nature than in Neverwinter Nights (you cannot look up or follow from odd perspectives, etc).
Addressing the cross-platform release of the game (console, PC, Mac), I do not believe there should be any doubt that they will deliver. With the simulataneous parallel development of Neverwinter Nights and the previous development of MDK 2, it should be fairly obvious that they are more than capable of developing on all the mentioned platform proficiently.
D20 and RPGs
Just to have it clear at the beginning: it is not certain whether or not Bioware will be using WotC D20 system as seen in their version of the Star Wars RPG or a new statistics system.
Many state that D20 isn't really suited for RPGs and fast paced RPGs because it is tends to involve quite a great more dice rolls and general statistics than a D6 system. However, this does not hold true for computer games at all -- computing a D20 combat sequence is arbitrary. Furthermore, the user can be completely abstracted from the entire statistics systems. AD&D was designed as a highly versatile statistical system which was easily understood primarily based upon 5 percent segments. In AD&D 3rd edition which is very similar to D20, the system has been further generalized providing specifics on handling non-RP situations which was not associated with the fantasy genre. Basically the D20 system provides a set of combat, action and skill rules which can be applied to anything which can be reasonably segmented into 5 percent slice with results having the acompanying degree of error.
It seems ridiculous to consider a +5 light sabre or a 48D8 Sith lord, but it is similarly odd to consider the same situation in terms of statistics. All things being considered, it is just a finite segmented manner of representing statistics rather than developing an overly complex smoothly progressing system in terms of the base units.
Many of the restrictions which are associated with AD&D and the D20 system do not really exist in the computer world. In pen and paper a lot of situations and environments where non-RP elements came into play were very difficult to represent for an unassisted DM. It was not that the rule set did not allow certain actions or environments to look like a certain fashion, it was more that the DM was either not imaginative or capable of generating, tracking and handling the required information.
Consider the timeframe, effort and resources availible to a D20 computer game versus a pen and paper version. A developer spends 2 to 5 years developing a single title which encompasses what is relatively a short timeframe in terms of play time. This same developer has a whole host of designers, artists, developers and SQA working on the project as well as the direct creative assistance of the developers of the original system. A DM, on the other hand has himself and the rule books. It's no particular surprize that many DMs fell into the simple way out in creating almost out of box situations. Without the lengthy combat roles and statistics checks as arbitrary and the time and man hours to create a vibrant environment, I find that the D20 completely acceptable.
Game Play
Currently the game is being developed as a single player RPG, but it is fairly certain that a multiplayer element will enter in upon the game. given the shorter development cycle than Neverwinter Nights and the stipulation of a new engine, it is doubted that the RPG will be of the versatile scale of Neverwinter Nights. It is not particularly hard to add in a party like element such as in Baldur's Gate or even cooperative DOOM.
Just as an offhand note, the game play doesn't neccesarily have to be at a slow pace or have an abstracted method of control as in AD&D and many other RPGs. It could just as well involve much more action whether using a high level approach with general commands or a low level approach with more fine control in terms of actions. Even if they decided to use D20 this could be implemented...
As for everything else, who knows? Here's a bit of reference material where you can get more information:
Bioware Corp
Press Release (Bioware) (Lucasarts)
The Making of a Monster: Creating Baldur's Gate (CGDC 2000 Presentation)
Shadow's of Amen Message Board
Icewind Dale Message Board
Neverwinter Nights Message Board
Slashdot on D20
Open Gaming Foundation
Ryan Dancey Interview
WotC Interview with Ryan Dancey
WotC Star Wars RPG
Eric Noah's Unofficial AD&D 3rd Edition News
Basic Clarifications
This product is being developed by Bioware: not Lucasarts or Black Isle or Interplay
It will feature a new engine not based on Omen
The game is currently being developed as single player
It is unconfirmed whether or not the game will use D20 or not, D20 is currently being used in the yet to be released Star Wars RPG from WotC
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RPGs and BiowareThere has been a lot of threads on various boards concerning what the RPG might be like and whether it will be follow certain aspects found in Bioware's AD&D games. There has also been quite a bit of discussion as whether the D20 system is really appropriate to a Star Wars RPG as opposed to a D6 system which was used in WEG before WotC stepped into the picture. This is basically commentary to address such subject matter.
Bioware, The History
First off, let's take a look at Bioware: Bioware was the brain child of two Alberta doctors who decided for a variety of reasons to go after a dream founding the game development company we now know. Originally, Dr. Greg Zeschuk and Dr. Ray Muzyka intended on designing a fairly detailed encompassing RPG which had absolutely no relation to AD&D but still held a fantasy like aura. Later, when Black Isle and Interplay became associated with Bioware, the developers suddenly had access to Interplay's aging AD&D licences which had not been used to develop a title of wide success. From this was born the new Infinity Engine and their second title: Baldur's Gate. However, by this time Bioware had already aquired a sizable and strong development team which had experience as a cohesive unit from the development of Shattered Steel. Furthermore they had already established an annimation division which gave Bioware a specialized resource: talented exclusive annimators and modellers. Baldur's Gate was released as their first major title earning them much acclaim and respect as developers. This in term earned them the rights to MDK producing the Omen engine and the suceeding title, MDK 2.
What can be drawn from this is that Bioware is not a single title and single technology company. They are versatile and quite capable of producing a wide variety of games in many differing styles and genres. Baldur's Gate started as a non-AD&D RPG not using a D20 system. While it is indeed a AD&D game and was widely influced by the developer's experiences with pen and paper AD&D 2nd ed. the product should not be taken as the direct result of the AD&D franchise. Furthermore, they proved their ability to produce specific game engines for a widely differing genres with the creation of Shattered Steel, Infinity and Omen. These engines share very little in common but are all well done solid packages. If anything, Bioware's experience with franchises demonstrates an ability to comprehend their subject matter and produce original material which follows in not only the tradition of the franchise, but also with the concept and principles: they know what the point of their subject matter is. In this, one can trust that Bioware will produce a title fitting of Star Wars. Their Star Wars title will be a Star Wars game to the core.
Bioware, Preferences of Design
Bioware also has shown a definite preference for design spaces without too many constraints. In Baldur's Gate they choose the least defined area they could find in TSR's Forgotten Realms which allowed them to create as much original material as possible. With MDK 2, the plot only holds basic restrictions in terms of design without any specific problems such as well defined areas (this place must look like this, etc). This holds true with the new SW RPG -- set in the distant past Bioware has a lot of room to move around in. In a way this also helps alleviate any presure to have a title that falls to stigmas... not all Dwarves hate Elves, Elves don't have to be wizards or rangers, not everyone in the Battletech universe is a Mechwarrior and in Star Wars not everyone uses the Force. It is a fair assumption that the title will not be the Jedi versus the non-Jedi Force wielding bad guys -- but such is enivitable to some extent.
Bioware also tends to develop highly personalized titles. By this I mean that their titles have always been from a close perspective in terms of game narration -- Baldur's Gate was a small party of 6 or less, MDK 2 was played as one of the three protagonists and Shattered Steel was first person in all respects. I doubt they were choosen to develop an MMPOG or any similar system. Even Neverwinter Nights is a party based experience even though it has a target of approximately 64 players per server. At the core all of their games are personal stories of greate proportions. This is what their SW title will almost definitely be like... it's also a reason why their is limited competition between Verant's SW RPG and Bioware's: they are targetted at different audiences.
The Engine
It was announced that this product will be using a new engine. When Bioware announced Neverwinter Nights it was said to be using the Omen engine which was very heavily modified from MDK 2. Subsequently this will not be an Omen derivative as some have conjectured. With the experience of Omen under the belt as well as an RPG adaptation of the engine, it is fairly certain that the engine will be 3D with a more freeform nature than in Neverwinter Nights (you cannot look up or follow from odd perspectives, etc).
Addressing the cross-platform release of the game (console, PC, Mac), I do not believe there should be any doubt that they will deliver. With the simulataneous parallel development of Neverwinter Nights and the previous development of MDK 2, it should be fairly obvious that they are more than capable of developing on all the mentioned platform proficiently.
D20 and RPGs
Just to have it clear at the beginning: it is not certain whether or not Bioware will be using WotC D20 system as seen in their version of the Star Wars RPG or a new statistics system.
Many state that D20 isn't really suited for RPGs and fast paced RPGs because it is tends to involve quite a great more dice rolls and general statistics than a D6 system. However, this does not hold true for computer games at all -- computing a D20 combat sequence is arbitrary. Furthermore, the user can be completely abstracted from the entire statistics systems. AD&D was designed as a highly versatile statistical system which was easily understood primarily based upon 5 percent segments. In AD&D 3rd edition which is very similar to D20, the system has been further generalized providing specifics on handling non-RP situations which was not associated with the fantasy genre. Basically the D20 system provides a set of combat, action and skill rules which can be applied to anything which can be reasonably segmented into 5 percent slice with results having the acompanying degree of error.
It seems ridiculous to consider a +5 light sabre or a 48D8 Sith lord, but it is similarly odd to consider the same situation in terms of statistics. All things being considered, it is just a finite segmented manner of representing statistics rather than developing an overly complex smoothly progressing system in terms of the base units.
Many of the restrictions which are associated with AD&D and the D20 system do not really exist in the computer world. In pen and paper a lot of situations and environments where non-RP elements came into play were very difficult to represent for an unassisted DM. It was not that the rule set did not allow certain actions or environments to look like a certain fashion, it was more that the DM was either not imaginative or capable of generating, tracking and handling the required information.
Consider the timeframe, effort and resources availible to a D20 computer game versus a pen and paper version. A developer spends 2 to 5 years developing a single title which encompasses what is relatively a short timeframe in terms of play time. This same developer has a whole host of designers, artists, developers and SQA working on the project as well as the direct creative assistance of the developers of the original system. A DM, on the other hand has himself and the rule books. It's no particular surprize that many DMs fell into the simple way out in creating almost out of box situations. Without the lengthy combat roles and statistics checks as arbitrary and the time and man hours to create a vibrant environment, I find that the D20 completely acceptable.
Game Play
Currently the game is being developed as a single player RPG, but it is fairly certain that a multiplayer element will enter in upon the game. given the shorter development cycle than Neverwinter Nights and the stipulation of a new engine, it is doubted that the RPG will be of the versatile scale of Neverwinter Nights. It is not particularly hard to add in a party like element such as in Baldur's Gate or even cooperative DOOM.
Just as an offhand note, the game play doesn't neccesarily have to be at a slow pace or have an abstracted method of control as in AD&D and many other RPGs. It could just as well involve much more action whether using a high level approach with general commands or a low level approach with more fine control in terms of actions. Even if they decided to use D20 this could be implemented...
As for everything else, who knows? Here's a bit of reference material where you can get more information:
Bioware Corp
Press Release (Bioware) (Lucasarts)
The Making of a Monster: Creating Baldur's Gate (CGDC 2000 Presentation)
Shadow's of Amen Message Board
Icewind Dale Message Board
Neverwinter Nights Message Board
Slashdot on D20
Open Gaming Foundation
Ryan Dancey Interview
WotC Interview with Ryan Dancey
WotC Star Wars RPG
Eric Noah's Unofficial AD&D 3rd Edition News
Basic Clarifications
This product is being developed by Bioware: not Lucasarts or Black Isle or Interplay
It will feature a new engine not based on Omen
The game is currently being developed as single player
It is unconfirmed whether or not the game will use D20 or not, D20 is currently being used in the yet to be released Star Wars RPG from WotC
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He isn't aloneFound this at RPG Planet, as an excerpt(sp?) from a story at Gamespy:
Word has reached my ears that Origin is going through a massive shakeup at this time with approximately 20 employees fired today and approximately 30 more to follow within a month!! All projects except UO2 have allegedly been cancelled. To top it all off, rumor has it that Richard Garriott has left the building! That's right, they say RG is no longer at Origin although whether by his own choice or that of the upper management is unknown at this time.
We are currently seeking confirmation or denial from official sources and will keep you up-to-date on any further information we receive.
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Re:Are D20 Mechanics Any Better Than AD&D's Mishma
Well I hope D20 is a mechanically better system than AD&D's ludicrous table-driven approach.
Actually, from everything that I have seen it IS better. Check out Eric Noah's D&D 3rd Edition News for more complete information.
All the old terminology is still there, but instead of having all the reverse arithmetic of THAC0's and armor class, or the "You've gotta roll high to pass this saving throw check, but you've gotta roll low to make the attribute check," Everything has been standardized to be worked off of the d20.
For example, instead of having to look up on a chart what your saving throw vs Paralysis, Poison, or Death Magic was, the DM comes up with a number that you have to beat. You then use you're Fortitude bonus (which is now one of the three saving throws out there) and add it to your roll on a d20. Beat the number, you make it...don't beat the number...uhoh! This is the mechanic that the entire system is built off of now.
Check it out...Looks to be much more playable now.