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Subject: 
Re: The Duel Release: CastleQuest and Uldeseen!
Newsgroups: 
lugnet.castle
Date: 
Tue, 8 Jul 2003 17:16:19 GMT
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In lugnet.castle, Leonard Hoffman wrote:
Now, for CQ...
http://webrain.homeip.net/castlequest/
As i said its the origional set of rules. more is going to come to it as we add
the town section, the story section, the creatures, and lands section, the
character section etc. it will be a pretty complicated site!
Credits to: Myself for origional idea, Matt Hein for contributing to the rules,
Joe Finnel for providing spells etc, Yaron Dori for dispersing messages and
doing the web desigining and several other people who my thanks got to for
looking at the rules etc in development.

Hey Alex,
long time no see.

I just finished reading over the rules, and to be honest, it sounds like you're
trying to recreate the wheel.  The rules are very complicated, and I don't quite
understand how each rule interacts with other rules.

Eh, did you read? That was the first draft script, not the finished product. its
going to have to be tested alot too.

But what I really don't
get is the purpose behind some of the rules.  For example, you state that once a
character founds a town, that character can never leave.

That would simplyfy things up, yeah. I was thinking that if you stil wanted to
use that character..,

Why not?  Just one
example, but many places have rules like this - seemingly arbitary.  My point is
this, one of the things I liked about IOM was that it left ALOT (as in, almost
all) of freedom to the individual players to decide what to do and how to do it.

Yeah, and only good things happened and you had total control over everything.
the total control prospect is SUPPOST to be eliminated. sure you have control
somewhat but the main point is is that you cant just deside how everything will
happen.

CastleQuest relies heavily on a GM to control the game.

Er, yeah. it would be totally pointless if there was no GM. The GM controls what
you encounter.

To be honest, this doesn't sound like something that would be a lot of fun to
do, unless one were already into D&D and similiar stuff.  I'd like to see some
sort of group castle LEGO story/game, and perhaps Castle Quest can become that,
but right now, I don't think it is.

As i said, that is a first draft script. its SUPPOST to be a story/game. What do
you propose? Ditch CQ and start over? thats pretty similer to re-inventing the
wheel too. We have CQ to modify on etc, so why start a new thing? and i never
said this was suppost to be totally simple-minded.


I'm sorry to be a downer, and to be critical.  However, I do believe this
concept can be improved into something that looks like it would be fun.

Eh, thats the point. THIS IS JUST A BEGGINING POINT!


-Lenny

Alex



Message has 2 Replies:
  Re: The Duel Release: CastleQuest and Uldeseen!
 
(...) Well, Alex has taken an important step by asking for volunteers, but what is needed now is some beta-testing on his part as well, especially with any rules regarded by you or anyone else as questionable. Perhaps an idea here is to highlight (...) (21 years ago, 9-Jul-03, to lugnet.castle, FTX)
  Re: The Duel Release: CastleQuest and Uldeseen!
 
(...) yes i read all the way through the rules. and im not really game to read them again, like matt (or should i say aaron?) suggested to point out specifically which rules i didn't care for. and i guess i should point out that i wasn't expecting a (...) (21 years ago, 9-Jul-03, to lugnet.castle)

Message is in Reply To:
  Re: The Duel Release: CastleQuest and Uldeseen!
 
(...) Hey Alex, long time no see. I just finished reading over the rules, and to be honest, it sounds like you're trying to recreate the wheel. The rules are very complicated, and I don't quite understand how each rule interacts with other rules. (...) (21 years ago, 8-Jul-03, to lugnet.castle)

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