Archive for the ‘ Character Design ’ Category
Jon Schindehette has an interesting post over at the WotC site about art style, specifically when it somes to armor. He ends with the following conclusion: Armor should look appropriate to the culture, environment, materials available, and technology, first and foremost. If the armor doesn’t pass that test, then it doesn’t matter whether it is [ READ MORE ]
Riftforge is finally open for a limited public playtest. You can start playing immediately by entering this secret passcode – SOFIA. eu.riftforge.com Playtest objectives Riftforge playtest objectives are two and we expect your feedback on both: Collect balancing data on the RPG classes Improve the interface and overall interaction with the game Playtest feature list [ READ MORE ]
As a big fan of tactical RPGs, I often browse GOG for old games that have stood the test of time. I have re-played Icewind Dale a few times through the years but I wanted something a bit different, yet D&D. So I reviewed the comments and found that at with the Christmas promotion, you [ READ MORE ]
Another Blizzcon post, this time dealing with WoW’s new talent system. Or rather, lack of talent system: Today’s Blizzcon announced many exciting things, including the removal of one of vanilla WoW’s crown jewels, the talent tree system. Completely gone. You now pick a “spec” and then get to pick one talent every 15 levels. No [ READ MORE ]
I played Warhammer Online for 2 months when it first launched. After a few server merges, I gave up the game. It was too much like WoW… except the PvP scenarios were a ton of fun (and gave XP). So imagine my delight, when I learned that Mythic is working (putting the finishing touches) on [ READ MORE ]
I recently completed two Drizzt trilogies in the span of a week. I started reading chronologically: first, the Dark Elf trilogy; and then, the Icewind Dale trilogy. The books have built quite a fan base, judging by the comments at Amazon. As a big fan of roleplaying games (AD&D in particular), I thought the books [ READ MORE ]
Despite what “academic” game designers say, rock-paper-scissors is a valid approach to balancing classes. When done right, it is highly intuitive (though I never felt that paper beating rock makes sense conceptually). Case in point: we have assassin units in Riftforge. Based on WoW and many other RPGs, people who play assassins expect that: They [ READ MORE ]
This isn’t a post about Tigers, Panthers or Leopards. It’s about classic RPG archetypes – namely the TANK. What trigged it is a recent game I’ve played where I played Rammus and raked in 8 kills, one of the reasons the enemy team surrendered at 20 minutes. Shut down! So what are the characteristics of [ READ MORE ]
Everyone has their favorite RPG class. I am a bit slow when it comes to APM (actions per minute), so I prefer nukers who can pick their fights and with a few shots kill someone. It’s not that I dont enjoy being a super tough warrior who can initiate fights and get away from almost [ READ MORE ]
I am a bit sick of all the high/epic fantasy descriptions. It’s OK when it comes to dungeons or areas but when it comes to units or skill descriptions, it gets ridiculous. I don’t need an epic description for a fireball, I have been playing AD&D since 1992. So we took a bit of a [ READ MORE ]
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