Subject:
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Re: The Duel Release: CastleQuest and Uldeseen!
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Newsgroups:
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lugnet.castle
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Date:
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Wed, 9 Jul 2003 13:36:33 GMT
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Viewed:
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649 times
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In lugnet.castle, Alex Polimeni wrote:
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In lugnet.castle, Leonard Hoffman wrote:
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Eh, did you read? That was the first draft script, not the finished product. >
its going to have to be tested alot too.
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But what I really dont
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.
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That would simplyfy things up, yeah. I was thinking that if you stil wanted >
to use that character..,
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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 the rules the community finds to be in contradiction to the
general rules, of little importance or too harsh - then suggest their omittion?
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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.
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Im not much to having the session pretty much decided in terms of
play, and yes, this should be up the player mostly. With this said,
its relevent now to give the GM a more relaxed role in the oversight
oif a context. Remmeber, the GM shoud guide the player into scenerios
and certain conflicts, not push him to the edge of a cliff. (at one point,
they may bail.)
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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.
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CastleQuest relies heavily on a GM to control the game.
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However, it shouldnt rely far too heavily. An attracting feature to any game
is variability, meaning that a player should never know what to expect
when they take up and start a session. It is probably this aspect (and ease of
rules) which makes many of them to return for another session. With too much
power for a GM, the game would be easier to predict, IMO.
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Er, yeah. it would be totally pointless if there was no GM. The GM controls >
what you encounter.
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To be honest, this doesnt sound like something that would be a lot of fun >>
to do, unless one were already into D&D and similiar stuff. Id like to see
some sort of group castle LEGO story/game, and perhaps Castle Quest can >>
become that, but right now, I dont think it is.
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As mentioned before, what is needed in this case is a series or testings, and
reviewing of the rules. When I drafted out the earlier version, I was pretty
much interested in the trade of storytelling between parties (shown by reports,
or journal entries for a party).
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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?
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Nah, all thats really needed is to scrap the rules which dont make any
sense or may potentially draw away players and work with what you have.
Characters dont need large reserves of spells, pages of formulas or
set guidelines on how to build or run a city. (What if someone created
a series of tenaments and crumbling houses just for fun? Yes, events and
locations out of the ordinary definitely get people curious, its almost
like a player sponsored scavenger hunt. all you need to do is raise the
red flag and state. Hmm...according to the latest telegram, some merchants were
alleged to have spied what appears to be some crumbling ruins over by highway
no 27. Coincidentialy, the archeolgical society is offering a reward for any
information/ artifacts found.)
Viola, instant mission, all courtesy of your public forum!
How this might work:
Establish a small text document for each major township in which
players can view when theyre in the vicinity of the city. (offering
missions, hiring stints, rewards, opportunities, etc) Players could
add messages to the forum by contacting the GM.
Im not exactly certain on how something of that effect would be
implemented, though. Maybe the text document of the forum would
be available for players through the GM when theyre in such a
city? Hmm...theres something to work with.
I like the governship point idea, but Id rather go with one or two points
before setting up a city.
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Im 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.
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Eh, thats the point. THIS IS JUST A BEGGINING POINT!
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Im sure with a series of revisions, this project will evolve to
something more variable and player-friendly. Keep at it, though!
Youve shown persistance by keeping at the project, Alex.
Looking forward to any future updates!
Osprey, over and out
M. Aaron Hein
http://www.lugnet.com/~1112/Creations/
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Message is in Reply To:
| | Re: The Duel Release: CastleQuest and Uldeseen!
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| (...) 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 (...) That would simplyfy things up, yeah. I was thinking that if you stil wanted to use that (...) (21 years ago, 8-Jul-03, to lugnet.castle)
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