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On 03/05/2025 18:42, Zaghadka wrote:You could cut all that out, and a lot of games do by allowing you to teleport to places you've been before. Or in the old, old days of random encounters on a map allowing you to cover a lot of distance and if anything interesting happens it just takes you to that particular set piece (thinking of fallout 1 & 2) which is my favorite way to handle that.Another example: One of the urban quests in BG3 is a mass murderOh I agree with b), one of the nice things about TT RPG's is that you can cut out all that fluff without breaking immersion. You want to go all the way across town to investigate where you think someone lives. Well five seconds of narration and you arrive there and the story carries on.
plot/conspiracy/mystery, and it's basically just an endless series of
fetch quests, where you're fetching things for*yourself*. Mostly
evidence. And they're spread out all over the place. Even with the warp
point system there's a whole lotta clickity-walking involved, and the
background activities in the city wear out quickly when you walk past the
same colorful script for the 50th time. This could have been tightened
up.
>
You can break that thread up with other things, but I would say the main
problem here is a) writing, and/or b) CRPGs are just not good at this
kind of thing.
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