Moderator: Rangers

Chris Avellone wrote:One thing I wanted to vent about concerning old-school RPGs like Eternal Dagger, Wizard’s Crown, and Wasteland, is the more you give a player the ability to customize their own skills (and stats, although in WL, it’s random), the more you can build a character you can role-play, and imo, you can do it much better than you can if you’re simply given an archetype or limited stat set.
paultakeda wrote:I'm with Chris Avellone on this one:Chris Avellone wrote:One thing I wanted to vent about concerning old-school RPGs like Eternal Dagger, Wizard’s Crown, and Wasteland, is the more you give a player the ability to customize their own skills (and stats, although in WL, it’s random), the more you can build a character you can role-play, and imo, you can do it much better than you can if you’re simply given an archetype or limited stat set.
Characters are more memorable when I get to imagine and create them myself. Picklists for personalities and archetypes are a crutch. Selecting a voice is all right, as this can help fill out a personality I have in mind, but a wholesale selection of personality is a no-no for me.
There's a lot more about this topic in the thread on creating characters with humanizing stories.
Chris Avellone wrote:G.I.G.0: Stands for “Garbage In, Garbage Out,” and his name reinforces that there’s something flawed in this character’s intrinsic android programming, since the last character is a “zero” not the letter “O.” I saw him as a damaged android the Rangers deem only worthwhile for reconnaissance in hazardous areas, notably because it seems like he’s been damaged already (“past warranty” is what G.I.G.0 occasionally says, although no one’s quite sure what he means when he says this - they assume it’s a location in the game, and who knows, they may be right).
While G.I.G.0 will respond to his name when addressed, he will remind each new speaker once that “G.I.G.0.” is not his original designation, which has left some inhabitants of the Wasteland to wonder what kind of nation this “Desig” may be and if all the residents are like G.I.G.0.
krellen wrote:While I'm generally of the opinion that being a GM is something that can be learned and is not inherent to anyone, this may be one of the defining skills that separates true GMs from the still-learning. Having been a game master for several decades now, the skill of holding disparate (and often conflicting) character personalities in my head comes close to second nature for me now. For those with less experience doing so, which likely includes all gamers from the 90s on with no table-top experience behind them, I could see how this could be an alien concept, and thus why those of us arguing for it might be hard to understand.
jonny_p66 wrote:but if you are roleplaying all the personality in your head, how do u input it into the game? as in the turn of phrase of a given character? and how do you know there will be a text option that fits with what you want to do or say? whereas if you pick personality type at the start, you know the dialogue will be written to suit, and you have more fun, because you know what to expect, and you know you wont come unstuck with it.
e.g. pick impatient personality, and all the dialogue is just like 'yes yes boring, come on get to the point!'!! hilarious!! so much fun!!
jonny_p66 wrote:but if you are roleplaying all the personality in your head, how do u input it into the game? as in the turn of phrase of a given character? and how do you know there will be a text option that fits with what you want to do or say? whereas if you pick personality type at the start, you know the dialogue will be written to suit, and you have more fun, because you know what to expect, and you know you wont come unstuck with it.
e.g. pick impatient personality, and all the dialogue is just like 'yes yes boring, come on get to the point!'!! hilarious!! so much fun!!
paultakeda wrote:*heroic post*

paultakeda wrote:The dialog options are there to display intent. Well written RPGs provide for all options, from sarcastic to intelligent to well meaning to whatever. It is your decision to RP it the way you feel your party would act. Having a robust conversation system as proposed in the thread I linked to allows you to see all the various options based on attr/skill and possibly background metric stats. So your dialog option of being impatient? Maybe it's there because one of your party members has a high IQ or a low one, or it's there simply as an option so you can role play. The rest is up to you.
I realize this can be a hard thing to grasp, as per krellen's observation regarding newer gen players who never had to RP a party or even a main character if you're used to JRPGs and 21st century WRPGs with a named PC, but this is what has been missed; I'd bet it's what made publishers balk at Fargo's proposal for a classic CRPG and why it was Kickstarted. This is niche, but it's niche only because many gamers have never experienced this type of roleplay in a modern RPG. Imagine a 21st century RPG that does this -- it makes me salivate. Meanwhile, every single suggestion of dumbing down a character to a stereotype, archetype and/or personality just means, to me, more of the same.
Don't get me wrong, I enjoy playing Shepard or Grey Warden with Destiny, but the classic CRPG where you get to imagine what you want and the game lets you, even because of sheer absence of anything else, it is at this point the breath of fresh air that Chris Avellone is currently reveling in as he replays WL1. This is what I want in WL2; this is what I believe what Fargo meant when he said he wants to bring back the classic CRPG full of creative play and difficult moral choices. Is it anachronistic? Only to publishers and folks who don't want to give a classic genre a chance. Give it a chance. You may like; and even more, you may prefer it.
Mulayim wrote:Sometimes it is just delightful to hear them to say things you/your characters would never say.
Mandemon wrote:This is more of difference of "What is role-playing" than generational gap.
To me, I assume role. I take a character and play out his role. If my character is scared, play him like that.
To you, it's having a character sheet and it shows what you can do and what not.
Mandemon wrote:I guess actors don't play any roles either then. I mean, they don't do what they want, they do what their characters want. The one playing the role must the writer instead then.
Mandemon wrote:You already are given a role. You are a Desert Ranger. Is the entire game premise now suddenly bad thing?
krellen wrote:Mandemon wrote:I guess actors don't play any roles either then. I mean, they don't do what they want, they do what their characters want. The one playing the role must the writer instead then.
The best actors frequently go off script, and these off script moments often make the final cut and become a defining moment for a character - for example, Han Solo's "I know".

Zombra wrote: If the game chooses the response for you, you're not role-playing; you're just watching the movie. Dig?
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