801

(18 replies, posted in Neverwinter Nights 2)

Norah wrote:

4) Seems unlikely we'll be able to play races besides humans. (tiefling and elves fan)

This would be a problem in most of alternate history settings. Bringing default D&D creatures into a world based on real history just seems wrong.

Tantavalist wrote:

Female characters will be a problem for any setting based on history. We will inevitably be sacrificing some degree of accuracy in order to make female PCs playable. I can live with this, and anyone who is enough of a historical purist for this to be a problem is never going to be happy with using the D&D set that is NWN2's default material anyway.

True. Though I wonder if it could be worked in such a way that it doesn't get totally 20th century. And a feasible explanation (like some sort of bizarre female warrior cult or something less clichéd) is always a bonus.

802

(10 replies, posted in Neverwinter Nights 2)

As you may have already read, my computer is below the minimal specs. But if we choose a very interesting topic, I'll buy the game anyway and might even update my machine. (It'd be due time soon anyway.)

I'm mainly interested in storytelling can conceptualisation but could also design new game mechanics and create locations.

803

(18 replies, posted in Neverwinter Nights 2)

Concept description: The Saga of Vinland

This is a variation of the New World concept. It's about the Vikings, who around year 1000 visited the shores of North America. The campaign is about exploring the lush new world, building settlements and encountering the natives. (The real Vikings didn't really get a foothold in the new land, but who knows, maybe the stories and history books are wrong. Maybe they, in fact, had a settlement that lasted for decades forgotten in the mists of history.)

Pros of this concept:

1) Unlike the Great Voyages era and colonisation of Australia, the Viking technology was medieval (they didn't need a compass because they were foolhardy madmen - very often their ships got forever lost at the sea, but some got real lucky). Thus, no modification to real history would be needed simply because of the medieval models and items.

2) New characters would logically be settlers from Greenland, Norway etc. Characters whose players quit could simply be assumed to have been killed by wilderbeasts, Indians etc.

3) Ability to start small and expand the world as the story progresses.

4) Logical source of conflict between Vikings and Indians, as well as possible other Viking colonies.

Cons:
1) The traffic between the old and new world wasn't too common, so if new characters keep popping up one at a time, now and then, the "I came with the latest ship" explanation becomes stretchy.

2) The land contained nothing much more than woods and Indians (or "skrälings" as the Vikings called them), so it might be difficult to come up with interesting findings for the explorers.

3) Female characters. Even though Viking women were somewhat more free than those in Central Europe, warfare and adventuring as well as most of the exciting things, was considered men's job. But this is a problem with any alternate history setting.

4 -> N) You tell me.

804

(38 replies, posted in Neverwinter Nights 2)

Tantavalist wrote:

Thirdly, it gives a focus for the group as a whole inherent to the setting, which is equally suited to combat and RP. The standard D&D experience system gives XP for combat, so I assume that NWN2 has the same, which means combat wouldf have to come in at some point.

If you want, you can always turn off combat XP (in NWN you can tweak the amout of XP gained from combat  - in Narfell they disallowed combat XP after a certain level for those without the RP token).

At a point in my life I spent a lot of time trying to come up with the perfect MMORPG setting. Here's what I thought of:

1) Settlers in a new world. This would have the same advantages of expansion and focus as Tantavalist's plan. In addition you could explain the new characters popping up regularly by ships carrying new settlers from the old world. The downside is that using medieval imagery in a setting based on the era of great voyages is a bit off.

2) Dream. The point of this idea is to explain the tendency of the player character to vanish from the gameworld on logout. In a shared dream everyone would pop in and out based on their sleep rythms (Darkhawk's character would obviously have been bitten by a tsetse fly).  Also the differences between dream me and real me might be interesting to explore in your RP.

3) We're in a dream. The opposite of the previous idea where humans find out they're in some kind of a matrix thing and are released from it at random intervals (malfunctions in synch with login and logout times). The original idea had a "matrix" based on technology but it could just as well be based on magic.

(Just some ideas. Still not have NWN2...)

805

(6 replies, posted in Neverwinter Nights 2)

Neverwinter Nights or nothing, at least for the foreseeable future. I won't be buying a game with the required specs so far beyond what my computer can handle - SoR is painful enough to play.

806

(9 replies, posted in Floatbed Dreams)

Ahnion wrote:

This is where I disagree, though I may not have made myself clear. I don't think a classic novel approach works in a game-world - at all.

But don't most of the successful story-driven games follow exactly those classic storytelling formats? I'm talking about the Aristotelian story arc with a beginning, middle and end, with major twists in certain places. For example, the much-praised Knights of the Old Republic is a prime example (I act: Taris; first twist: escape from Taris; II act: the other five planets; midpoint: the big revelation; final twist: the big choice; climax: fighting Malak).

And KotOR is great - the interaction between the player choices and the storyline works wonderfully. But I think the people in the acticle - as well as you - were talking about a deeper integration of story and game. KotOR was, after all, based mostly on cut-scenes and dialogue trees. Plus making KotOR was, undoubtedly, several times more difficult than it would have been to make the same story into a traditional format (even without the combat gameplay).

Or did you have some other game in mind as examples of how story and game have worked together in the past?

Ahnion wrote:

For that kind of narrative, the set format of a novel or a movie is optimal and would make an inferior game by default. (This also applies to PnP scenarios.) Also, the mechanics-only approach of most coding departments ignores the story-telling part of the play. The problem isn't in the talent of the creators, but in that they're biased towards a mode of expression that isn't very practical in creating a really good game.

Let me pull up an analogue that I've talked about before: game soundtracks. Game soundtracks are nearly always made as if they were records to be played, area by area, scene by scene. This is great if you want a soundtrack you can listen to like a CD, but it's a very handicapped and narrow-minded approach to a game. A good approach would be to make a dynamic system with several layers, where different parts of a soundscape come in depending on where you are and what you are doing. Of course, this requires a completely different mindset for the composer, and a deeper involvement with the game itself - which is exactly my point.

It could also become extremely complicated very very quickly, if you need to make sure the different layers of the music always play together without creating a cacophony. (It would be easier if the music was very simple, but that's not what we would want.) It just might work with music, but with something as complex as a story...? Barring human direction (= other players / GMs) or scifi AIs, I don't think such a system would be able to create any storytelling near as meaningful and powerful as the traditional stories. Maybe some semi-random artsy stuff, if you're interested in that kind of thing.

Feel free to point me at examples that prove me wrong - I'd much like to be.

Ahnion wrote:

With every new medium of expression and communication, the first steps are always rather cautious and reactionary, because noone is really used to what you can actually make of it. This is to be expected - but computer games have been around for a long while now, and various games have shown that is entirely possible to do more than just put a few bits together, if you'll excuse the simplification.

Which games are you talking about? Seed, I suppose, but what are the others?

I totally agree with you (I think) that multiplayer storytelling hasn't been used to its fullest potential. Even though Seed may not have, on the avarage, produced as interesting stories as the traditional media, the interaction between people and how it affects the narrative is in itself interesting and entertaining.

Ahnion wrote:

It's not about the technical issues and it's not about the capacities of the game designers - it's about the attitude.

True. Though there's still quite a bit of innovation to be done - even if the attitude is right, you might still not figure out how to do it so it works (I'm living proof of that:)).

807

(9 replies, posted in Floatbed Dreams)

I agree to some extent, Ahnion. I'm sure games and storytelling can be combined better than it's usually done. But it is a big challenge to do that because the two are quite a bit opposite to each other.

The best stories are those that are very carefully constucted and thought out, word by word, scene by scene. Changing something in a good story will likely make it worse. That's the challenge of interactive storytelling: how to give choices to the player/viewer so that whatever he or she chooses the end result will be a good story. To get a powerful Aristotelian story arc into a game you must always limit the freedom of the player in some way.

Games, on the other hand, are based on choices and their consequences. It's often the case that giving more options makes the game more interesting (as long as the choices are balanced). Thus, a rigid format of an Aristotelian storyline goes against the ideals of games.

So, what I'm saying is: it's nigh-impossible to make a perfect story that's also a perfect game. So they're not talking total rubbish when they say that. There are very real difficulties to resolve when making a successfull story-game. That's not to say we should give up, though.

808

(38 replies, posted in Neverwinter Nights 2)

I'd be happy to go for the original Neverwinter Nights. I did some stuff with the toolset back then too (nothing radical like changing the rules or anything, though, but I did some scripting). I'd be happy to help with the work some time in the spring.

As for the world: whatever we make, we should start small, like Seed was except even smaller. The NWN part of our community isn't that big so making a huge world from the start would be not only wasteful but detrimental to the experience.

809

(38 replies, posted in Neverwinter Nights 2)

Don't put too much weight on my opinions as I'll hardly have a 2,4GHz processor any time soon.

810

(38 replies, posted in Neverwinter Nights 2)

It's unlikely I'd be playing this any time soon due to computer limitations, but I'll give my input anyway:

1) I'm not interested in Forgotten Realms or any other kind of D&D fantasy. Not using a D&D world would, however, cause difficulty, since the rules, especially the magic system, are geared for that.

2) What do you mean by alternate history? Something like Ars Magica with basically a medieval setting but with all the beliefs and superstitions being true? Or some sort of different timeline?

3) If we go for a unique setting, we need to have a clear vision as to what the world is all about. Otherwise everyone will contribute their own great stuff and the world will lose all focus. In my opinion this would require that someone gets a position of authority to dictate what goes into the world and what doesn't.

4) A medieval world would be nice, but it could easily become watered down. For example, there's always the problem that real medieval women rarely got to do any "adventuring" or other such things generally considered interesting content in games. And if we made it more equal, it would not feel as much like medieval anymore. This would apply to peasants etc as well, as they didn't lead such exciting lives either (unless you create some kind of an interesting farming system). Also, we couldn't use many aspects of the engine, like the magic system.

EDIT: Whichever we choose, I'd personally like to see something down-to-earth and rather gritty, not super-epic "everyone's a great here" kind of thing. As for magic, I'd like it to be mysterious, not just another branch of technology ("Hi, did you learn that new firebolt spell already?" "No, I prefer to maximize the efficiency of my healing magics - just need to find some herbs with the correct divinity levels.").

811

(26 replies, posted in Steambaths)

Espoo, Finland, Europe.

812

(10 replies, posted in Saga of Ryzom)

Frakel wrote:

I imagine Merculles is quite young... equivalent of a 16 or 17 year old human... That would be approximately 5 Jena Years - right? The difference would be quite important if you walk around introducing yourself as a five year old...

No.

1 Jena Year = 1 Earth Year = 4 Atys years

So, a person of 16 Earth years would be 16 Jena Years or 64 Atys years.

As for the topic itself - let's just not think about it, okay? It'll never make sense in the small scale anyways. Conversations can indeed last for days, people go on with no sleep easily for a week , and nobody cares what time of day it is when they do stuff. So we'll be far less annoyed by the inconsistencies if we just ignore the whole thing.

813

(7 replies, posted in Sava's Garden)

Oops, I didn't realize you had both Mozilla and Firefox there, so I replied "Mozilla". I suppose there's no way to change my answer?

814

(5 replies, posted in Games Discussion)

From what I could tell from the tour, Second Life does offer some great potential for roleplaying. The ability to create so many different kinds of custom content, from clothes and houses to animations, for instance. And it seems people have already made quite a bit of those.

To Oluf, it's not exactly a game, but more like a playground with lots and lots of toys. So what you're supposed to do is up to you and your RP group. We saw, for instance, a place with typical monster combat grind. I think, though, that Second Life would best suit a freeform kind of game with no rules, just story. A more rule based game would require quite a bit of work, and there seemed to be hardly any AI to the mobs.

We didn't see any roleplaying at the moment, though, but Mir told me some groups have regular sessions while others have persistent MMORPG style worlds. It remains to be seen what kind of gaming people do there, but I'm pretty positive right now. The fact you can do anything except own land right from the beginning without levelling, is already a great plus to me.

815

(79 replies, posted in Steambaths)

Instrumental version of the "Athenians' Song" (or someting like that).

816

(3 replies, posted in Sava's Garden)

What other communities/websites etc dedicated to roleplaying in MMORPGs do you know? Are there other communities similar to ours that we could cooperate with? I find it very unlikely that we'd be in any way unique in this agenda.:)

Sounds very interesting in theory, but I wonder if the players will be up to the challenge of playing it historically correctly.

818

(78 replies, posted in Steambaths)

Jack

819

(22 replies, posted in Steambaths)

...that no more...

820

(22 replies, posted in Steambaths)

...his snout brown.

821

(22 replies, posted in Steambaths)

...looked at him...

822

(22 replies, posted in Steambaths)

...so the duck...

823

(22 replies, posted in Steambaths)

royal palace. It

824

(78 replies, posted in Steambaths)

melon

825

(6 replies, posted in Saga of Ryzom)

No particular need for PvP and the level gaps would make most duels pointless anyway.