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Path: ...!Xl.tags.giganews.com!local-1.nntp.ord.giganews.com!news.giganews.com.POSTED!not-for-mail NNTP-Posting-Date: Tue, 09 Jul 2024 16:27:00 +0000 From: Spalls Hurgenson <spallshurgenson@gmail.com> Newsgroups: comp.sys.ibm.pc.games.action Subject: Re: What difficultly level do you play one? Date: Tue, 09 Jul 2024 12:27:00 -0400 Message-ID: <kfoq8jtff37uqnan6raabi7eolistsul58@4ax.com> References: <v6dmq5$98ka$2@dont-email.me> <v6ebfc$clnf$1@dont-email.me> <v6hj6f$10up3$3@dont-email.me> X-Newsreader: Forte Agent 2.0/32.652 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 46 X-Usenet-Provider: http://www.giganews.com X-Trace: sv3-JqdZh8DTEvTnTjgB1kqX65o4VEZAGUijU8+APHw4VgYX7fkjfUHklngFUlYH5caGenQITM18VcOe+Bq!xLMl3OfOYjHkmbwm7iwpJDz8UTNX6oRbI3+jZFkgHeflNUaVt+cxZsgRYB5oFWupiMcOV1U= X-Complaints-To: abuse@giganews.com X-DMCA-Notifications: http://www.giganews.com/info/dmca.html X-Abuse-and-DMCA-Info: Please be sure to forward a copy of ALL headers X-Abuse-and-DMCA-Info: Otherwise we will be unable to process your complaint properly X-Postfilter: 1.3.40 Bytes: 3250 On Mon, 8 Jul 2024 21:46:05 +0100, JAB <noway@nochance.com> wrote: >Strange really as when I look back at say Dungeon Master part of the fun >was getting the graph paper out and making a map. Possibly games have >swung too much they other way were it can feel like you're playing >follow the quest marker. Another one I don't like is kneel behind a wall >to recover health or the ability to 'long rest' in the middle of a dungeon. YMMV. Even back-in-the-day I disliked the 'make your own map' requirement of a lot of adventure and role-playing games. Especially since it promoted stupidly labyrinthine (and unrealistic) dungeon design whose sole purpose was to artificially lengthen the game rather than provide a fun experience. When games like "Ultima Underworld" or "Might & Magic III" started adding automap as a standard feature, I rejoiced. All of a sudden dungeon crawls could be FUN rather than tedious step-by-step grind where you had to carefully mark out every step. I could focus on the ambience and environment rather than have to jump away every step to scribble some marks on a piece of paper. (In fairness, nowadays I've got a pretty good sense of direction and usually can figure out my way through most dungeons -old school or not- without resorting to maps. I'm pretty sure my years playing Wizardry and Bards Quest and the like are to thank for that skill ;-) With that out of the way, I've kept many of my older hand-drawn maps from that era and have a certain nostalgic appreciation towards them. But I'm not going to ever bother doing anything so insane again. If your game's labyrinths are so complex that mapping is required? That's a game I'm probably not playing. (you're probably the sort of developer that thinks teleport traps and spinners are fun too.) (Long resting in a dungeon is a different issue. I've no problem with it if it carries some risk. Although -at least in my tabletop game- if you think an 8-hour sleep is going to cure you of all ailments, you've got another think coming. A nap doesn't cure stab wounds in my campaigns ;-)