Sujet : Re: CRAP Poll # (Infinity - 6): Bring It Back!
De : spallshurgenson (at) *nospam* gmail.com (Spalls Hurgenson)
Groupes : comp.sys.ibm.pc.games.actionDate : 19. Jun 2025, 15:56:35
Autres entêtes
Message-ID : <0v885khfq4mf008b3ete82qgou1ebopoi5@4ax.com>
References : 1 2 3 4 5 6
User-Agent : Forte Agent 2.0/32.652
On Thu, 19 Jun 2025 09:37:52 +0100, JAB <
noway@nochance.com> wrote:
On 14/06/2025 11:20, Mike S. wrote:
Nothing you said in your post about the game mattered to me at the
time because the game had a fucking time limit. I have a few rules of
game design. My very first one is no time limits that end the game!
Time limits, especially in RPGs, are awful.
>
In CRPG's I generally agree. In tabletop RPG's they can be quite fun as
they inject a sense of urgency into the game and you have a GM who can
be more creative instead of just 'quest failed', bad luck.
As a GM, I only rarely use time-limits. Not because of any player
preference though... it's just really annoying keeping track of time
that way ;-)
On the other hand, I am* aware of the passage of time, and the world
WILL react to players' actions -- or inaction. So I rarely use a hard
time limit, but there's often a lot of 'soft' limits, like
reinforcements arriving, the weather changing, logistical (e.g. food
supply) limitations, the patience of the patrons, or competing
adventuring groups who swoop in and Slay The Evil Foozle first (and
get the glory).
But this lack in CRPGs is an acceptable sacrifice we make for the
visuals and ease of play. And even with the advent of so-called-AI
(a.k.a. large language models) this is unlikely to change any time
soon. But I'm okay with that.
(I mean, I'd have to be. I'd be out of a job as GM otherwise ;-)
* well, was... it's been a while since I played table-top :(