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Thread: ...More Role Playing...

  1. #1
    Join Date
    Mar 2008
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    Default ...More Role Playing...

    I've been playing ADOM for years and to be honest, despite the combat and story, I think it needs a little extra something. Lets face it: walking through the wilderness is boring. You either go from point A to point B, get attacked by a horde of jackals, or starve to death. Walking through town is rather the same.

    So I propose a solution to the problem. Random role playing oppurtunities that pop up randomly through out the game.

    For example, while walking through a city:

    **
    A beggar approaches you, begging for money. "Please mi'lord.... some money." He says, holding out a knarled and deformed hand. His clothes are torn and baggy... "I have not eaten today!"

    A) Give him money.
    B) Refuse.
    C) Ignore him and keep walking. D) Mock his plight.
    E) Give him a ration.
    F) Kill him.
    **

    Or walking through the dungeon.

    **
    You approach a group of well armed ratling guards. The leader squeaks: "Halt! You must pay a toll to pass!" They looked heavily armed...

    A) Take them on!
    B) Turn around and wait for them to pass.
    C) Pay the toll.
    D) Talk your way out.
    **

    Of course each option could lead to other options. Naturally every action would have an appropriate reaction, such as getting a small amount of XP or gold. Or summon very hostile guards. Alignment changes could be influenced in such a fashion, saving unnecessary tedium from changing alignments. Wanna be lawful? Act lawful. Wanna be chaotic? Kill everything and steal and cheat and burn and rape and pillage and extort.

    The possibilities are _endless_.

  2. #2
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    Mar 2008
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    599

    Default

    I walked thru a city, not much to tell, then someone pulled my sleeve. I encountered a weak being dressed in rags, asking politely but desperately.

    I gave that beggar some money, because that's what he asked for. He seemed thankful, but you cant see much on a pained face. Having already more than enough, I handed him a bit more. This time the beggar sincerely and obviously lightened up. I kept walking after that.

    I stepped into a dark and dusty dungeon, that served as an underground alternative to a mountain passage between two areas. I found a tidy section that had a few tables and jars spread around. Ratling brigands camped there; they saw me and asked me to pay a toll. They are well-armed, but so am I. They are numerous, but I'm a strong girl, too. I reach 4-5 handles of my favourite weapons over my shoulder, and pick one with which to slaughter each that refuses to surrender.

    While walking thru the remainder of the corridor, I had a thought on my mind. Beggar asked and got what he needed, and brigands demanded and got what they deserved. Sunlight pretty-much jerked me out of my daydreams, and I entered an overworld map called The Forums.

    I soon found a creature called Petra. This creature seemed rather nice. It was a humanoid, but its gender, looks and age were hidden under a hooded cloak. I cannot look under its cloak to find out, but I can politely ask.

    I have noticed that Petra has only 4 experience in the land of The Forums, compared to my current 62.

    "Hello there! I'm Elone, a lady warrior. They say that I'm as skilled as a senior, but I only am 21 years old. It's never too early to start adventuring, huh? What can you tell me about yourself? Where are you going, what will you do next?"

    I said all that, and waited for response. In the meantime, this introduction seems to have brought me yet another experience point. I sat on the ground and yawned, deciding to take a rest until Petra stops meditating and feels eager to talk.
    ▼ All their fault. ▼

  3. #3
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    Mar 2008
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    Default

    Quote Originally Posted by Petra
    So I propose a solution to the problem. Random role playing oppurtunities that pop up randomly through out the game.

    For example, while walking through a city:

    **
    A beggar approaches you, begging for money. "Please mi'lord.... some money." He says, holding out a knarled and deformed hand. His clothes are torn and baggy... "I have not eaten today!"

    A) Give him money.
    B) Refuse.
    C) Ignore him and keep walking. D) Mock his plight.
    E) Give him a ration.
    F) Kill him.
    But I can do all those things using normal interaction elements:
    'g'ive him either money or food (or booze )
    just move along or attack him the usual way
    [maybe mock or intimidate him using the announced social skills ]

    Do I really need a separate interface for this? No.

    Or I just prefer old-school hack'n'slashin' to role-playing!

  4. #4

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    Thomas already mentiond something about implementing chat-trees for NPC's and that he doesnt know yet how far he wants to take it. so have some patience lads

  5. #5

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    ADoM ain't a talkin' game, it's made fer BASHIN!
    You can already give stuff to people, and random long messages would just bog the game down.

  6. #6
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    Mar 2008
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    those sound alot like what was done in both arcanum and fallout. SOmetimes I felt those games were a bit TOO much focused on dialogue and the combat system was pretty slow in them but were none-theless great games.

  7. #7
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    Mar 2008
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    arcanum and fallout. SOmetimes I felt those games were a bit TOO much focused on dialogue
    ehm... did you play Planescape:Torment?

  8. #8

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    Quote Originally Posted by Chaine View Post
    ADoM ain't a talkin' game, it's made fer BASHIN!
    You can already give stuff to people, and random long messages would just bog the game down.
    for bashin go play diablo

  9. #9
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    Mar 2008
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    Has anyone ever played Shadowrun for the Sega Genesis?

    I'm thinking something along the lines of prompts that pop up with various situations.
    It's very fluid in that game...

  10. #10
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    Apr 2008
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    I think you have to consider that roguelikes are not like other RPG games in this regard. In a game you're going to play hundreds of times this sort of thing will get tedious. It would be fun the first (few) times it shows up, but being asked, for the 100th time what I want to do with the beggar would either lead me to curse the inclusion of this feature, or more likely just pick what I knew up front would lead to the reward I needed at the time without it leading to more immersion on my part.

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