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Article - bjlhct2 On Scenario Design pt 1: Linearity in Blades of Avernum
Shock Trooper
Member # 156
Profile #47
quote:
Originally written by Drakefyre:

Does this really matter?

It's all semantics.

On the one side we have SkeleTony who thinks that RPGs should be about the player doing what they want and getting stronger (simplified, I know).

Not even (over)simplified but outright wrong! You are still not really understanding what I am saying. Basically, RPGS are, at their core(and as Toasted said) a slight evolution of tactical wargames(keeping in mind that "evolution" does NOT mean "progress", just change). The chief difference in the two is that RPGs introduced the concept of improving "units" through experience and variable inventories. Also as part of this evolution, RPGs went even further than small unit tactical wargames to concentrate on teh very smallest units possible...the individual characters.
The fact that these games are ripe for hanging all manner of plots, stories etc. on is to be celebrated but don't make the mistake of assuming a game with such marvelous scope is better served by removing much of what makes it so(the mechanics). Simplifying/dumbing down these games so that what is left are a few people sitting around a table(or posting at a message board) doing improvisational acting/storytelling(ala Exquisite Corpse) might still be considered a "game" but it has little, if anything to do with RPGs(e.g. D&D, RQ, BoA etc.).

quote:
On the other, we have people like me.

You ask why I don't read a book or watch a movie. I'm not inside of a book. I'm not a character in a movie.

EXACTLY!! Starting to see where I am coming from now? If the scenario designer(or game designer or whatever) creates the characters and leads them by the nose through his linear story, relegating you to the role of glorified mouse-clicker(re:page turner) then how is it different than reading a book?

quote:
I can be a part of the story in a scenario. I think it's fun. And that's why I play scenarios.
I too enjoy scenarios where I can have interation and my decisions affect on how the adventure plays out. Which is exactly why I don't enjoy scenarios where the designer has created the characters and expects me to simply turn pages to reveal how his grand creative vision looks with the pixelated illustration.

quote:
I think we could definitely have scenarios that we both thought were great. A totally immersive world like in Exile II or Geneforge. I like both of them. But we don't have the tools to make them in Blades of Exile/Avernum. There are limitations. More often than not, scenarios tip towards one end of the spectrum, usually a lot. But we have to wee with the willy we've got. And we've got a rather small willy.
You may be right to one extent or the other about BoA. Time will tell. But I will enjoy it just the same(though I prefer less linearity). My point in here was simply that this commonly parroted mantra we hear so often that rules/mechanics are inconsequential to RPGs and/or 'any activity you can imagine is the same as playing D&D/RQ/BoA' is wrong.

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"I am in a very peculiar business. I travel all over the world telling people what they should already know." - James Randi
Posts: 219 | Registered: Saturday, October 13 2001 07:00
Article - bjlhct2 On Scenario Design pt 1: Linearity in Blades of Avernum
Shock Trooper
Member # 156
Profile #42
quote:
Originally written by Dastal:

To use your example of burrying the hatchet, I think we can take it one step further. People ended their dissagreements long before the phrase "burrying the hatchet" or any other euphimism for it existed. Similarly, people role-played and played RPG's without realized that what they were doing was what we might call role-playing. In many cases, the whole concept of role-playing games was actually a return to the basis for many of the wargames that it grew out of! Most wargames started as small individual or small unit simulators, and grew into tactical, operational, theartre or global simulations. Then people wanted more individual game play, so they took the tactical simulations and cut them down to squad and then individual simulations.

Members of special operations forces were doing what ammounted to RPG's long before the dawn of a fomral D&D system. Certainly the Ranger School of the late 50's had on the ground role playing, and as part of training for Army Special Forces (Green Berrets), there is substantial roleplayeing, up to the point of what we would consider an RPG, even in the early Sixties. The graduation excercise then called GOBBLER WOODS, and now known as ROBIN SAGE was and is the true epitome of live action RPG's.

Thus, just because we didn't call it an RPG then, there are still RPG's.

Again, you are still not understanding me here.

Politics:

This word comes from the Greek "Poly" meaning "many" and "Ticks" meaning "small blood-sucking insects". Therefore Politics means "many small, blood-sucking insects."

Funny, but not accurate.

You are doing a similar thing with the term "roleplaying game". If the term were so broadly defined as you indicate then everytime someone mentioned an RPG in conversation you would have no idea what they were talking about. They could mean anything from a Pong-clone(with shield-bearing knights replacing the rectangular "paddles") to a game of "Candyland" to a sexual liason which involved you dressing up as an anthropomorphic animal('furry').

But you DO know what people mean when they say "I want to play a good RPG." You immediately recognise a gaming concept that involves creating characters with quantified attributes/traits and a fictional world/setting filled with adversaries and dangers. If your psychaiatrist says "Let's do some roleplaying" you know full well that this will be nothing like D&D or BoA. You know that this term, in this context is going to involve either you assuming someone else's identity in order to empathise with someone else or the doctor taking on the role of someone you have issues with so you can work out your issues.

In THIS thread, the context of "roleplaying game" is clear. We are not discussing puppet shows, therapy sessions, Monopoly(in which you "roleplay" a real estate investor) etc.

It is easy to make the mistake of looking at the components of the term seperately then applying the term as a whole to anything which can be said to encompass those components(I.e. "I am pretending to whip my girlfriend using a length of yarn while humming the theme from Raiders of the Lost Ark and mentally tallying a point evey time she yells "knock it off!" therefore I am playing the Idiana Jones RPG!") but this is wrong. We cannot have a meaningful discussion about the term because your defintiion is so broad and unlike the common usage that it is of no real meaning or distinction.

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"I am in a very peculiar business. I travel all over the world telling people what they should already know." - James Randi
Posts: 219 | Registered: Saturday, October 13 2001 07:00
Article - bjlhct2 On Scenario Design pt 1: Linearity in Blades of Avernum
Shock Trooper
Member # 156
Profile #41
quote:
Originally written by Dastal:

SkeleTony, I think you are confusing games with simulations. I highly recomend the book The Art of Wargaming to you on the subject.
I believe I read it back in the 80's if it is the book I am thinking of. But I am not "confusing" anything. RPGS ARE simulations! We cannot really temporarily become a hulking ogre running from the militia of Somewhereville adn objectively match our Ogre msucles against the rusted portcullis to escape the militia's halberds. In a RPG we simply quantify different attributes as numbers and apply modifiers due to archetypes(races and classes and whatnot such as "ogres" and "warriors") and the GM quantifies the 'strength' of the gate our character wants to lift. THis gives us a definite chance(usually expressed as a percentage or a 1 in X chance) Dice are rolled(or numbers are otherwise randomly generated) to determine if we succeed.
Same goes for most conceivable traits from intellect to 'pocketpicking'.

They are simulations.

quote:
In a game, combat is a puzzle.
Depends on the game. In Chess, combat is a straightforward puzzle disguised as a skirmish between nations/armies. In RPGS combat is not a puzzle unless you are using the term in such a broad manner that "puzzle" has no real signifigance or distinction. When I think of puzzles I think of something which is solves solely by contemplation and/or trial and error. Riddles, button-pushing/color-switching schemes, mazes, etc.

Combat can and often does indeed entail tactical thought but even the poorest tactician ever can simply mow down his enemies through brute force, blazing speed and blind luck. In other words, while cobat CAN be something to 'figure out', such contemplation is not a requirement for it to be combat. Two idiots charging one another is combat(and not a puzzle).

quote:
There are a whole set of valid solutions to combat, much as there are a whole set of solutions in game theory. Different solutions have different outcomes, but will still end the encounter. Even death is a valid solution, just not the optimal one. Each "round" of combat, or each action constitutes a move in the puzzle, in response to which the puzzle changes, much like any other puzzle. The whole series of moves constitutes the solution to the puzzle, or the end of the encounter.
I understand what you are saying, it's just that by this line of reasoning EVERYTHING is a puzzle and the term is of no consequence here. Talking with the king about joining the navy is a puzzle wherein you offer a proposal or communique to the king and this triggers a certain response and eventually the conversation/dillemma/goal is realized/solved. "Fishing for small-mouthed bass" is a puzzle. Trying to start a fire is a puzzle.

quote:
Looked at in the right light, anything can be a puzzle.
EXACTLY! So there is no point in even invoking the term in this discussion. It is just like the guy who defines "roleplaying game" as any type of game you can think of(from Half-life to 'Cowboys and indians' to Monopoly). If we are going to discuss definitions then we must make distinctions.

quote:
How you get out of the consequences for tardiness can be considered a puzzle. Of course, in reality, and in simulation, I consider combat as significantly more than a puzzle, but that's really getting into philosophy.

A game is just that: a game. The mechanics can break the game, but they do not make it. Freeform RPG's can have no rules at all beyond the ad hoc rulings of the GM, and they are still fun, while something like ENWGS (Electronic Naval War-Gaming System) is a very good simulation of naval warfare, possibly the best, but is often not considered fun, in the traditional sense.

I hate free-form RPGs and there is a whole contingent of veteran RPGers who share this view. Free-from RPGs & play-by-post are not games. They may well be "roleplaying" but they are not roleplaying GAMES. Roleplaying Games consist of mechanics and yes, the mechanics DO make the game. Otherwise you might as well say that RuneQuest and sitting around daydreaming that you are a rock star are the exact same activity(both are "roleplaying games"?).
Mechanics, in ANY game can break a game if not well thought out. Monopoly is a perfect example of this. That game is broken four ways and it's design is simply the opposite of elegant and consistent. It is ugly and cumbersome. In RPGS you have many examples of games that are brought down by poor mechanics...D&D, Warhammer FRP, Marvel Superheroes(the one from the 1980s) etc. but they are still RPGs precisely becuase they have mechanics for resolving situations and tasks adn quantification.

quote:
SkeleTony, you appear to be a realist, so let's try some realism. When you game, and your character is on a long march with few rations, do you want to feel the hunger, exhaustion and weary feet?
No. What does this have to do with gaming? I also do not want to feel a knight's lance disembowleing me when I play chess. Precisely why I play games rather than grab an actual sword and set out on a quest to be shot by Tacoma police officers.

quote:
More poignantly, do you want to be shot every time your character is? Of course not. If you really wanted that experience, you'd enlist.
What does that have to do with anything?!? Non-sequitor?

quote:
Personally, I perfer either futuristic or fantasy games because I have no need for the full-on experience of war. I plan to join the Navy after college, and many of my family members are or were in the armed forces. I game to get away from the world, so I have no problem going a bit lighter on the mechanics.
I am of the same mindset(except for the "going light on the mechanics" bit I guess) but you seem to draw a false correlation between having 'realistic' game mechanics and experiencing real life tramau!?! When I say that I appreciate good game design as far as the mechnics go, this in NO WAY equates to "I want to play a game where I work 40 hour weeks in an office and try to keep up on the house payments while I spend my leisure time on teh internet talking with gamers!". RPGs are divided into the subject/setting and the systems/mechanics. You can have an utterly fantastic setting adn utterly logical game mechanics. You do not have to sacrifice realism in game mechanics for 'fun' or ease of use or fantastic settings.

I have seen hardcore realistic RPG systems that were FAR easier than any 'rule-less play-by-post game(this may sound counterintuitive but trust me, it happens).

quote:
But back to the issue of what is an RPG, and what are mechanics, Cops and Robers has mechanics. Are they very complicated? No.
No "Cops and robbers" does NOT. It has no mechanics and that's why there has not been an episode of "cops and robbers" in history that did not feature the traditional argument that precedes one or more children leaving in anger(The "I shot you!"...No you didn't!" argument).
Game mechanics, again, are defined as (more or less) objective systems for quantification adn resolution. If Fred has a Strength of 17 adn Tom has a Strength of 10 then Fred will ALWAYS be stronger than Tom, so long as this does not change. In "Cops and Robbers", whether Fred or Tom is stronger varies from moment to moment adn is usually resolved by an actual blackening of someone's eye(as opposed to a mechanistic resolution within game) or somesuch.

quote:
However, the fact that there are rules, and the rules for how to shoot each other constitutes mechanics.
There are no such rules. Kids simply point fingers or cap guns at one another and bother declare they are trimuphant.

quote:
Chess is a wargame.
Not in the strict sense, no. It may well be the precursor to all wargames but Chess itself is a simple(not simple to master mind you) board game. A huge step up on the complexity-meter from Checkers but of the same "family" as checkers(not part of "Advanced Squad Leader"'s brethren).

quote:
It's a very simplified and outdated wargame, yes, but even so, it is a wargame.

Let's look at the acronym RPG: Role-Playing Game, not Reality-Playing Game. An RPG can actually be as simple as practicing for an interview, or job training in the service industry. Indeed, practicing how to act in front of a custromer is often refered to as role-playing or the excercise as and RPG. Are there in any rules in, say, practicing for an interview? No. Are there people playing roles? Yes. Ergo, it is an RPG. In this very simplified case, there is minimal backstory: you are being interviewed by someone for something. It may not even have an assumption on who the someone is or what the purpose of the interview is. There is no real resolution. The rules are nothing more than that you need to present yourself, or the person you are pretending to be, in the best light, or maybe not even that. There are no "win" or "loss" conditions. Still, it is an RPG.

Again, you are making the same mistake the other guy made. By YOUR definition almost EVERY activity we can think of is a roleplaying game adn we have no use for the term as a distinction. "Pong", daydreaming while knitting, "Battleship", Mario Bros., Duck-Duck-Goose, King of the Hill, etc....all RPGS.

That is nonsense. The term "roleplaying game" did not even come into common use until 1976, with the advent of D&D adn ever since then RPGs have stuck to pretty standard conventions that easily distinguish them from non-roleplaying, GAMES as well as Non-gaming, ROLEPLAYING.

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"I am in a very peculiar business. I travel all over the world telling people what they should already know." - James Randi
Posts: 219 | Registered: Saturday, October 13 2001 07:00
Article - bjlhct2 On Scenario Design pt 1: Linearity in Blades of Avernum
Shock Trooper
Member # 156
Profile #38
quote:
Originally written by Drakefyre:

I think that beating an Orc chieftan, getting the Ring of +3 Armor, and then heading off to the Ogre Dungeon to level up some more is just pointless, tedious, and boring. This does not interest or excite me.

Why do I play scenarios? I want to be excited. I want to be placed in the middle of a story and I want to find out what happens. I want to be swept up and moved along. That's what I find fun.

Also, there are some different kinds of puzzles:

Tactical challenges - different and challenging combat
More conventional puzzles - Get across the bridge without it breaking, etc.
Riddles - these are awful and should just be thrown out

Again, to each his own but what I find weird is that when I want to experience the sort of "excitement" you describe, I read a book(or two). In so doing, I get swepted up in a (hopefully) great story adn follow these great characters through their trials and tribulations.

But what is the point of calling this a "game"? A scenario where you have no choices is a book or movie(however good or crappy one thinks it). A scenario with FEW choices/options is a "choose your own adventure" book. A scenario in which the player has a good deal of input/interaction is a roleplaying game. THat is what distinguishes RPGs from books and movies is the interactive part.

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"I am in a very peculiar business. I travel all over the world telling people what they should already know." - James Randi
Posts: 219 | Registered: Saturday, October 13 2001 07:00
Article - bjlhct2 On Scenario Design pt 1: Linearity in Blades of Avernum
Shock Trooper
Member # 156
Profile #37
quote:
Originally written by Retr-O:

Cops and Robbers isn't a game? What is it, then?

Every game has the potential to be a roleplaying game. Stats mean nothing, it's about envisioning yourself self as something.

Wanna jump off that cliff 'cuz you think Gordan Freeman has gone suicidal due to his experiences in Black Mesa (Half-Life)? That's roleplaying.

Wanna lead your troops into the middle of an obvious ambush because you, their great general, has tunnel vision (Age of Empires)?

It's roleplaying. Dare say it's not?

You are missing the point here. Let me try another example:

"Burying the hatchet"

This term, when examined literally, would seem to mean the act of physically burying a small axe-like tool for chopping wood.

However, the term, when invoked in it's most common usage and in a context outside of discussion of literally burying tools in the earth, means to forgive or forget old grievances/grudges(e.g. "I am tired of fighting over whose kid is the best ballplayer Carl. Let's say we 'bury the hatchet' and start anew as friendly neighbors?").

The term "roleplaying game" can only be defined as you are defining it if one ignores the historical/common context of the term and attempts to apply a literalist interpretation where any sort of "playing" = "game" and any sort of "roleplaying" = "role playing game".

This is an incorrect usage however in THIS discussion. Clearly in here were are talking about a specific type of gaming which evolved from tabletop wargames, the first of which was D&D and appeared in 1976. Before that there were no "roleplaying games". It is a very specific type of game that encompasses quantified mechanics for resolving situations in simulated fashion. A "cop" in a roleplaying game has a specific chance to shoot the "robber" based on his skill, experience, the weapon he is using, the robber's defensive measures etc.
Roleplaying games solve the dillemma of the children's game "cops and robbers"wherein any pretend 'shooting' results in an argument which cannot be solved(i.e. "I shot you before you ducked behind that truck!"...No you didn't because I blocked it with this hubcap!"..."No way because I richocheted the bullet off the side of the house and hit you in the kneecap!" etc.).

Again, you have to make a distinction between "roleplaying" and "roleplaying GAMING". "Roleplaying" occurs between husbands and wives and hookers and Johns in bed. It occurs between children at the playground("Let's play superheroes! I will be Spiderman!"). It occurs in drama club/theatre. It occurs in therapy sessions.

None of these forms of "roleplaying" have jack to do with roleplaying GAMING which takes place at a table(with players, a GM, dice, pencils etc.) or on a computer(where there is usually a single player(unless online) and the GM, die-rolling and such is all handled by the computer.

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"I am in a very peculiar business. I travel all over the world telling people what they should already know." - James Randi
Posts: 219 | Registered: Saturday, October 13 2001 07:00
Million Dollar Baby in General
Shock Trooper
Member # 156
Profile #4
If you liked 2Fast 2Furious, you will not like Million Dollar Baby. There are no car crashes or explosions in MDB. Unlike 2F2F, MDB is a well written, well acted, well directed film.

MDB is a very sad movie and one well deserving of the Oswars it won IMO(though I don't think Morgan Freeman should have won over Thomas Hayden Church and Jamie Foxx when he was just playing the same Character he always plays(The Character he played in Shawshank Redemption only now he runs a gym)).

[ Monday, February 28, 2005 09:41: Message edited by: SkeleTony ]

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"I am in a very peculiar business. I travel all over the world telling people what they should already know." - James Randi
Posts: 219 | Registered: Saturday, October 13 2001 07:00
Article - bjlhct2 On Scenario Design pt 1: Linearity in Blades of Avernum
Shock Trooper
Member # 156
Profile #28
quote:
Originally written by Retr-O:

How is "Cops and Robbers" not an RPG?

You pick a role, you play it, and do things that this character would do. You are playing a role. Roleplaying.

I do agree with your analysis of the modern connotation of "RPG". It's a dispicable world we live in. And we have Japan to thank for this.

Uh and since I missed this back when the topic was started, my input: linearity = good if you want to tell a story.

"Cops and robbers" IS 'roleplaying', but it is NOT a roleplaying GAME. People often make the mistake of breaking the term down into it's literal components in trying to define the term, which is good for comedy but poor for understanding word orgins and terminology.

For example:

'Polytheists' could mean quite literally "Many theists". If you were to break the term up into it's two components, that is exactly what iot would mean. However, if you bother to delve into the word's orgin and historical usage, it means people who worship many GODS.

Likewise, "roleplaying games" are not just an activity that involve roleplaying. You can't compare D&D to "Honey, can you put on this French maid outfit and bend over the dresser while I spank you with my riding crop?". One is "roleplaying" and the other is a roleplaying GAME. RPGs are number crunching affairs. They involve quantified mechanics for task resolution.

Cops and robbers have no such mechanics and there is no way to objectively determine if the robber got away from the cop or avoided being shot. Invariably, what you have is an argument, not a game("I shot you!"..."No way, I ducked!").

[ Monday, February 28, 2005 09:30: Message edited by: SkeleTony ]

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"I am in a very peculiar business. I travel all over the world telling people what they should already know." - James Randi
Posts: 219 | Registered: Saturday, October 13 2001 07:00
Article - bjlhct2 On Scenario Design pt 1: Linearity in Blades of Avernum
Shock Trooper
Member # 156
Profile #26
quote:
Originally written by Thuryl:



Perhaps single-player computer RPGs just aren't the medium for you. Having designed BoE scenarios, and both designed and GMed a tabletop RPG system, it's my opinion that trying to make single-player computer RPGs feel like multiplayer tabletop RPGs is counterproductive.

Not really. But the goal should not be to make single player CRPGs like MULTI-player tabletop but rather make single-player CRPGs like SINGLE PLAYER tabletop rpgs. Not that any P&P RPGer would want to play a lot of 'one-GM & one-player'(as opposed to a whole group of players) P&P games but single-player CRPGS should try and emulate THAT experience to great extent.

quote:
Tabletop RPGs work best when they're relatively light on mechanics (not many people like to spend all day rolling dice).
I absolutely DISAGREE %110!! I have always wondered how this thinking came about?! This sort of 'new wave' of tabletop gamers just took over adn replced brilliant game systems like RuneQuest and the HERO system with crap like Warhammer FRP and "Free form" nonsense.
The game mechanics themselves are what MAKE a rpg a rpg. We already had "cops & robbers" and "Cowboys and Indians"(roleplaying sans game) before Gygax and Co. gave us the GAME mechanics.
"Cops & robbers" is NOT a rpg...it's an argument between children. There is no way to objectively resolve who shot who or if the "robber" ducked behind that tree before the "cop" shot him.

Tabletop RPGS gave us mechanics to resolve such issues. D&D may be amongst the very worst game systems ever created but it was the first true RPG and better systems followed(RQ, Champions/HERO, etc.) Mechanics do not have to be 'complicated' but they SHOULD be logically consistent(re: realistic). When designers present "dumbed down" systems they are not creating RPGs. They are just borrowing elements for their platform/adventure/arcade/action game(or boardgame ala Talisman or HeroQuest).

Good, well-designed game mechanics do not necessarily entail endless dice-rolling. They just demand a little thought be put into the player-characters in terms of the quantified statistics(and hence the "interactive" part of teh game).

quote:
They're essentially collaborative storytelling games with a referee and a few rules for settling disputes.
No. They are essentially simulation games, like wargames only instead of measuring the firepower of the M1 Abrams against the structural integrity of a suspension bridge or command bunker, you are measuring the strength and agility of your barbarian rogue against the aim of some crossbow weilding sniper or the halberd skill of the local watchman.
You can have a cliche' story/plot and still have a good, fun RPG as long as the mechanics are not dumbed down or too simplistic(or outright bad/inconsistent) but if the mechanics suck it does not matter how innovation you are as a storyteller

Some examples of CRPGs that feature some bad mechanics that hinder the ejoyment of the game:

Natuk(www.proudft.com) & POWS : In Natuk you create a party of orcs, half-trolls and ogres on a quest for revenge. The half-trolls and ogres get a sizable bonus to the strength attribute due to their immense size(they are HUGE!). This inidcates that 'Strength' is, to some degree or the other, rooted in physique/stature/mass.

But then spellcasting(and other physical activity) drains Strength from PCs(leading players to boost their mages' Strength attribute with gained experience to ridiculous levels so they can cast more spells without falling unconcious.
Because the mechanics were not well thought out, this leads to player character orc & human wizards and such being twice as strong as the Ogre warriors. A bunch of "bodybuilder mages" running around. If the designer has thought to distinguish the physical size/muscle from the stamina in his attributes(The way that GURPS reversed the HP/Fatigue values so that HP is now based on ST rather than HT and Fatigue is based off HT rather than ST) then this would not be a problem. As it stands however, it distracts from the enjoyment of the games because I cannot help wondering why my tiny gnome mages are stronger and consequently do more damage in HtH combat than my "big guys".

That's just one small example but is typical of "simple" RPG designs that try and "go light" with the mechanics.

quote:
In CRPGs, on the other hand, mechanics aren't a problem because the computer handles them itself, but the game itself consists of little more than a range of pre-determined story elements and puzzles (combat, after all, is just a certain kind of puzzle).
I disagree. Combat is not just another kind of puzzle. Puzzles are dillemas which the player himself can figure out by simply thinking the matter through. Combat measures the accumulated skills & traits of the characters vs. those of their adversaries/monsters taking into account all sorts of factors from chance/luck to cover, range, encumbrance etc. IF I spent all of my experience points building up my "2 handed sword skill" in all the modules/scenarios I had played through and then get into a fight were I am disarmed by some bugbear and must fight with my bare fists, it is a dynamic situation but not a "puzzle".

quote:
Therefore, interest can be added to a CRPG either with a good plot or good puzzles (and a combat system relatively heavy on mechanics is one of the most valuable puzzle design tools at a designer's disposal.)
I hate puzzles. Plot I can take or leave. Good mechanics are a must(combat and otherwise).

quote:
Genuine interactivity in CRPGs is limited to what the designer foresees and allows for. It's better to be honest and acknowledge that rather than try to create a false sense of complete interactivity.
I don't know or much care if "complete interactivity" is even possible. I just don't want to always be forced to be a spectator to the designer's magnum opus.

"Final Fantasy" is not even a RPG by any stretch of the imagination. A bunch of young console kiddies have usurped the terminology over teh years and now do not even have any idea that P&P tabletop RPGS even existed or what they were about. TO them a "player character" is 'STR., DEX. ATTACK, MAGIC and HP', along with a stupid name and bad anime graphic. To them a RPG is taking said cutout through a tiled forest and fighting slugs and slimes every ten steps.

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"I am in a very peculiar business. I travel all over the world telling people what they should already know." - James Randi
Posts: 219 | Registered: Saturday, October 13 2001 07:00
Registering/buying BoA/BoE in Blades of Avernum
Shock Trooper
Member # 156
Profile #3
Well, If you register BoE, you get the game on CD, along with the physical manual(that is a manual you can sit on the toilet and read for what that's worth).

And yes, when you register BoA you get a code sent to you via email within hours(for me it was a few hours anyway but I live in WA state probably about an hour's drive from Spiderweb. Not taking into account the lameness that is driving and parking in Seattle) and snail mail.

As for which is "better", that is purely subjective. BoE has a lot more scenarios right now but this will probably change within a few years. BoA generally has better game mechanics overall but BoE has better spells(and allows for two-weapon combat), IMO. Then there's the 6 PC party vs 4 PC party limit thing.

Basically, play the demos. If you like BoE VotDT better than BoA VotDT then get BoE and vice versa.

Or get BOTH and you get a discount on BoA(cost $15 if you own BoE).

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"I am in a very peculiar business. I travel all over the world telling people what they should already know." - James Randi
Posts: 219 | Registered: Saturday, October 13 2001 07:00
Article - Party vs. Designer in Blades of Avernum
Shock Trooper
Member # 156
Profile #27
Well, I didn't quite get as much BoA playing done as I wanted to. Some friends needed some t-shirt designs and flier art done for their band and I had to work on that stuff a bit.

I got to the final boss in Canopy, General Shroud, and beat his first two incarnations before losing interest and getting out of that scenario. I think I am going to star all over (again) with a completely different party and scenario continuity(this last party was Cave of No Return => Perfect Forest => A Small Rebellion => ZKR = DWtD => Canopy, without doing every sidequest I could find so by the time I got around to Canopy I was probably level 30-31 or so).

Some things I DEFINATELY disliked about Canopy had little to do with linearity. The removal of Cloud of Blades struck me as artificial. I do not even use the spell much normally but it seems to me that if a particular spell would have unbalanced your combats then there are other ways to deal with this as a designer(don't get me wrong. Canopy is easily better than anything I could have done.) but this is probably a minor quibble.
I was much more put off by the attempt at inserting new "spells" via wands like Natureshand and so on. I think we all would like to see Jeff take a different stance on allowing designers to create new spells but this is not the way to do it IMO. I realize most disagree with me on this but I can't stand it. Just create new items and give your baddies susceptibilities to those items, ala LoTR(which is basically what TM was doing with that Ubermensch - or whatever his name was - guy anyway) but don't try and pass the wands off as 'new spells' that take up an inventory slot and read as "wand" and don't show up in my list of spells when I go to cast.
Reminds of when certain BoE - kiddies try to create new PC races by suggesting we use a custom graphic and pretend our Nephils are "elves" or somesuch nonsense.

Get over it. The Avernum universe does not have other spells or races or skills beyond what is allowed in BoA and calling a wand you have created a "new spell" in your readme file does not make it so. THat's the sort of "r0L3Pl4y1nG" crap that can ruin a scenario for me.

Dammit...this belongs over as CSR I guess, Sorry.

Still Canopy was, overall a good scenario(not better than Jeff's scenarios IMO but good).

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"I am in a very peculiar business. I travel all over the world telling people what they should already know." - James Randi
Posts: 219 | Registered: Saturday, October 13 2001 07:00
Article - Party vs. Designer in Blades of Avernum
Shock Trooper
Member # 156
Profile #20
quote:
Originally written by Thuryl:


quote:
Yes...WE have and it never gets old :D (unlike linear, being led by the nose through someone's creative vision type scenarios).
If you're talking about TM's work here, do keep in mind that the first advice most players will give you regarding a TM scenario is to ignore the plot. :P

Actually, I was NOT talking about TM's work. I am the last person to critique someone's work on how nifty the plot is(I don't personally care about plot beyond it being at least somewhat cosistent). I was speaking generally about adventure/scenario designers who sometimes fall into the 'console trap' of emulating Final Fantasy type games(I see some of this in TM's stuff but so far I have not been too put off by him) where the PCs are lead from point 'A' to cutscene 'A' to point 'B' to cutscene 'B', etc. and the player cannot deviate from this path by ANY means.

quote:
He's popular as a designer mainly because he has a knack for presenting interesting tactical challenges. It seems to me that the main difference between his scenarios and the kind of is that TM's scenarios present a mostly linear series of self-contained tactical challenges, whereas you seem to prefer to be able to view the scenario as a whole as a single, all-encompassing tactical challenge.
Actually, I prefer a series of tactical challenges of varying difficulties. I just don't want to be FORCED to go from *this* fight to *that* puzzle then to *the next* fight etc. If my first level party stumbles into the dragon cave and gets toasted, I can figure out for myself when I want to try that again and how I will go about beating it.

quote:
Well, my point was that "conventional" BoE combat (i.e. lots of monsters with few fancy tricks) rarely provides a challenge. Standards of "conventional" BoA combat and corresponding strategies are likewise beginning to form. And whatever you may think of TM's plots (and frankly, as far as I'm concerned, the less one thinks about them the better), it's innovators like TM who are able to look past those standards and provide new and interesting challenges.
No argument there. Don't get me wrong...even if I play, for example, a scenario by TM in the future that is entirely linear(and way longer than EM) does not mean I am going to trash it at CSR or something(in fact I doubt my own reviews would be below the average). If one looks for what is good about a scenario, one will find it. I would reserve outright bad reviews for outright bad scenarios(regardless of linearity). If a scenario is designed for pregens or somesuch, I simply won't play(or review) it due to my personal tastes being what they are. I have never played many BoE scenarios such as Nebulous Times Hence, Emulations, Election and one or two of Alcitris' because of this very reason but not because I thought they were objectively "bad".


quote:
But the thing is, the people in this community who innovate the most also tend to be the ones who have grand artistic visions to take us through. Fairly often, the two are inseparable; a particular combat works and makes sense because of the way the plot's progressed. (Besides, plot generally makes combat feel more unique and important; as one community member once said when betatesting my scenario, "I like to kill people with personalities".)
Maybe right. It's kind of a weird thing because BoA's combat is actually, from a tactical perspective, in many ways inferior to BoE. It's little things like taking dual-weilding(two weapon) combat out and replacing Fireball with "Fireblast". Robs the game of a whole lot of tactical considerations.

Anyways, it's early still and I should be through Canopy and Bhassikava(I know I spelled that wrong) within a few days and might even trek over to CSR adn give my thoughts on what I have played thus far. Time will tell exactly how intertwined egotis...er, 'Creative vision' is with tactically satisfying scenario design.

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"I am in a very peculiar business. I travel all over the world telling people what they should already know." - James Randi
Posts: 219 | Registered: Saturday, October 13 2001 07:00
Article - Party vs. Designer in Blades of Avernum
Shock Trooper
Member # 156
Profile #18
quote:
Originally written by Ash Lael:

I have a certain amount of respect for what DreamGuy, SkeleTony and Toasty are saying. At the same time, I disagree with it utterly.

There is a great scope for creativity in design. There is no One Way to make a scenario and there is no One Essential Ingredient. Sometimes you might like to create your own characters and let 'em lose in a scenario, and some will go to great lengths to allow you to play any sort of person you want. Others will give you an interesting character and invite you to step into his shoes for a few hours. You may like one or the other more. I prefer the latter.

That said, I do believe that confusion over the relationship between player and party is a common thing, and usually pretty detrimental. I think a designer should make it clear what the party is, in his eyes. Players can then take it or leave it, but it's part of the designer's vision, and should be regarded as such, rather than as a design error.

But it comes DAMNED CLOSE to being a "design error" in a roleplaying GAME. We are not talking about a writer's novel or a screenplay. RPGs are interactive affairs by definition. You take away the player's interaction and what you have left is a designer who may or may not be a brilliant storyteller, shoving a chair under the player's ass and having him watch his masterpiece unfold.
Some people undoubtedly enjoy this sort of thing. I may not understand why but I do not hold it against them.
I just think that I am not alone in wanting the interactive part to remain a standby of RPG/scenario design. The most important player interaction that occurs is in character/party creation, not in deciding whether to taste the chef's cookies or kick his ass(though these choices are a bonus as well)!

quote:
I think our new BoA players are used to feeling like they are in control when they play, and the simple fact that they are not irks them.
Aren't ALL BoA players relatively "new" since the game has barely existed long enough to see 7 or 8 scenarios released(most of themn very short)?

Besides that, it is not about BoA players used to feeling like they are in (complete) control adn being angry that we/they are not. It is about (C)RPG veterans, like myself, used to having some interaction with our CRPGs...being able to create our OWN characters according to OUR tastes adn taking them on wonderful adventures designed by others.
I played TM's Emerald Mountain AND Stareye's Perfect Forest(in addition to VoTD, ASM, etc.) and thought they were absolutely terrific! Both were pretty linear but EM was so short that it would be foolish to expect anything else and APF at least preserved the illusion of my party's decision-making being of some consequence(at least for most of the scenario I did not feel like I was being artificially bottlenecked).

But as much as I liked EM I was turned off a bit that so much work went into the technical aspects(cutscenes) which did little for me, while the 'meat' of the scenario consisted of a single mini-dungeon and a couple other fights(don't want to be too spoily here).

quote:
But that's the way it is. Even if you feel like you are, it's an illusion created by the designer. The mindset of a player should be to approach the designer with trust, accept his rules, and allow him to take you into his world.
Nah. Got no problem with the designer taking me into his world. What I don't want is for him to handcuff me to a railcar bound for "Big fight with end boss". It is not about "trust" either. I am not seeking therapy when I play someone's scenario. I just want to enjoy a game the same way I enjoy a game of chess(only different). It's me against whatever crafty conundrum the designer has dreamed up and whatever nasty baddies he has stocked his scenarios with.

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"I am in a very peculiar business. I travel all over the world telling people what they should already know." - James Randi
Posts: 219 | Registered: Saturday, October 13 2001 07:00
Article - Party vs. Designer in Blades of Avernum
Shock Trooper
Member # 156
Profile #16
quote:
Originally written by Thuryl:

quote:
I absolutely DETEST linearity, even though I recognise that it is, to a certain degree, unavoidable. I think that anytime a designer imposes severe restrictions on the party ...
It's necessary for the designer to give the party some backstory, if only in order to get them into a situation where they'd be able to take part in the events of the scenario in the first place. This can be as simple as "You heard about someone hiring people for a mission and decided to go there and see what it was about", or as complicated as the party being the last survivors of an attack on a fort by enemy forces.

Agreed. I think you are misreading me here. I have no problem with such background details as "Your merry band decided to take a break from adventuring. A small vacation in the province of Suchandsuch when something strange happens..." or whatever. What turns ME off, and this is purely a matter of personal taste, is stuff along the lines of "This scenario is not only designed for singletons but SPECIFICALLY for the singleton I have crerated and included in the zip file as a saved game." or Cut scenes that feeature my party in a 10 minute discussion with some Nietzche-clone in which they are trying to convince him that radical skepticism(bordering on solopsism) is the ONLY rational way to view life or somesuch nonsense.

quote:

quote:
Computer RPGs, moreso than P&P RPGs, are tactical simulators. The goal is to improve your character(s) by overcoming obstacles.
There's a problem with this that BoE players are very familiar with. After 200 different scenarios, ordinary BoE combat just isn't new or interesting any more. Either a designer has to do something very original and clever in combat (in which case he's at risk of being pilloried for it by new or occasional players who claim the designer is cheating), or he has to make the scenario interesting in ways other than through combat (in which case he's at risk of being pilloried by new or occasional players who only play for combat). In a few years we'll be in a similar situation with BoA scenarios.

I have been with BoE from the beginning(or damned near. I have been playing Spiderweb games since around Exile II) and have played probably 30 - 50 of the scenarios available. I did not bother with ones so obviously bad(ala "Lost King" scenarios) according to the CSR or scenarios which were designed with pregen's or Singletons in mind(no matter how good they probably were, judging by the reviews(such as "Election") because of my personal tastes. I tend to get bored with any game, no matter how good after playing it for several hours a day for a month or two straight, including BoE but this temporary boredom is not due to the combat being too boring or because I did not play enough linear, story-heavy scenarios.

Tom Proudfoot's games(Natuk, PoWS, Nalakh) have combat mechanics that put Spiderweb's games to complete shame(except for the "Spell use drains your muscles" snafu) and I get bored with those just as well. Jagged Alliance 2 the same.

Speaking only for myself, I don't think there is much ANY scenario designer could do to keep me interested in BoE, BoA or any other CRPG construction kit or modded game beyond myone or two month threshold.

quote:
quote:
Plot CAN be an incidental bonus to a scenario or CRPG, as can well developed NPCs and such but it is not integral to a good scenario no matter what the poetry-reading, new-age spirtualist-intellectuals will try and tell you.
I'd argue that no single element is integral to a good scenario. There have been a few highly-regarded BoE scenarios with little or no combat.

I was not arguing that there was a single element that was universally integral to some objective standard of "good" scenario design. SOme people like puzzles. I cannot even feign slight interest in them anymore. After 4 Monkey Island games, countless King's Quest, Discworld, Tex Murphy, Maniac Mansion/DoTT, all the Zorks and many other Infocom games, The Ultimas, the Wizardrys, the Might & Magics, and so on over my 20 something year career of playing video/computer games, I simply cannot stomache another puzzle.

Some people seem to have a similar distaste for "hack and slash"/combat but not me *shrug*. I am with Vogel in thinking that "Roleplaying is overated." only I also tend to feel that puzzle-solving and 'storytelling' is also overated.

I have never finished any of my own BoE scenarios so I cannot really comment on how exhaustive designers' attempts to make combat interesting have been. I know that if Jeff had included some means to directly design the layout of the battlefield(i.e. placing obstructions, placing monsters in specific spots etc.) it would have helped.

quote:
quote:
These are GAMES. You take the "GAME" out of "Role Playing Game" and you are left with drama club or improvisational storytelling(which are NOT role playing GAMES).
Technically, they're called scenarios. :P

Was talking about CRPGs in general, be it BoE/BoA scenarios, RuneSword "tomes", Exile III, Avernum IV, Wizardry 8 or what have you.


quote:
Interactivity and choice are generally good things, but they're not the only way to add interest to a scenario.
Agreed.

quote:
BoE players have well and truly been there and done that dozens of times before.[/qb]
Yes...WE have and it never gets old :D (unlike linear, being led by the nose through someone's creative vision type scenarios).

quote:
The basic engine is so well-understood that most experienced players know exactly what the optimal strategies are for every kind of combat (to the point where some players habitually take level-1 parties into level-20 scenarios). BoA will be in the same situation before long.
While I agree with you about the weakness of the BoE engine in this regard(but fail to see how this refutes my points!?), I am not so sure that BoA will become old-hat as quickly. It seems that BoA is capable of about 20 times what BoE was capable of but maybe I am wrong(I have only really been glossing over the Avernumscript stuff).

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"I am in a very peculiar business. I travel all over the world telling people what they should already know." - James Randi
Posts: 219 | Registered: Saturday, October 13 2001 07:00
Article - Party vs. Designer in Blades of Avernum
Shock Trooper
Member # 156
Profile #9
quote:
Originally written by Kelandon:

Let me guess: you're the one going by "Not registered" at the Lyceum.

That, I think, explains a lot.

I visit the Lyceum regularly to read BoE reviews but I could not tell you what my handle is there(I AM registered threre though as far as I can rememebr).

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"I am in a very peculiar business. I travel all over the world telling people what they should already know." - James Randi
Posts: 219 | Registered: Saturday, October 13 2001 07:00
Article - Party vs. Designer in Blades of Avernum
Shock Trooper
Member # 156
Profile #6
While the article itself is, like most of what TM writes IMO, a good and interesting read, I find myself agreeing with Toasted Marshmallows.

I absolutely DETEST linearity, even though I recognise that it is, to a certain degree, unavoidable. I think that anytime a designer imposes severe restrictions on the party or tries to usurp the party(putting words into their mouths and motivations into their adventuring etc.) this is just plain egotism. Rather than writing a book where he is free and expected to create all the characters, the plot, the dialogue etc. and decide what devices are employed to tell his story, he tries to force his grand creative vision into what SHOULD be an interactive venture.

My characters, in ANY decent RPG, should be generated by ME and I should decide if they have some particular motivation or personality quirks or philosophical leanings.

Computer RPGs, moreso than P&P RPGs, are tactical simulators. The goal is to improve your character(s) by overcoming obstacles. Plot CAN be an incidental bonus to a scenario or CRPG, as can well developed NPCs and such but it is not integral to a good scenario no matter what the poetry-reading, new-age spirtualist-intellectuals will try and tell you.

These are GAMES. You take the "GAME" out of "Role Playing Game" and you are left with drama club or improvisational storytelling(which are NOT role playing GAMES).

RPGs are, like it or not, primarily number-crunching, die-rolling, character-building(and character-challenging if you are a scenario designer) affairs. I, and I suspect just about everyone who plays CRPGs, enjoy the thrill of bypassing that "first level dungeon" of goblins and heading right for that orc Chieftain's cave(which I am not supposed to be able to do until AFTER defeating the goblins), figuring out a legal way to beat that dungeon and then reaping the rewards of my unorthodox decision.

To play a scenario that forces a player along a narrow path of 1)Defeat lowest level pests 2)Sit through 5 - 10 minute cutscene that demonstrates the designers intricate mastery of the scripting language and little else 3)defeat more dangerous pests 4) More cutscenes(and a plot twist you cannot help but see coming) 5) More pests...and so on until you face(and hopefully defeat) all three phases/versions of the big foozle is not necessarily bad(after all, when RPGs are good they are GREAT and when they are bad...they are (usually) still pretty good!) but I will take a well designed "monster plague" scenarior over that any day.

That's the reason I cannot stand "Final Fantasy" and any otehr console styled CRPGs. They feel more like watching a bad movie than enjoying a good game.

[ Friday, February 25, 2005 09:38: Message edited by: SkeleTony ]

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"I am in a very peculiar business. I travel all over the world telling people what they should already know." - James Randi
Posts: 219 | Registered: Saturday, October 13 2001 07:00
Root of all evil in General
Shock Trooper
Member # 156
Profile #328
quote:
Originally written by Thunvael:

quote:
I have switched to 'strong atheism' recently because of the reasons I have outlined here, namely that I see no difference between asserting that round squares cannot exist and asserting that gods cannot exist. Since I absolutely know that there can be no such thing as a round square, for logical reasons and I say as much, I am no longer beating around the bush with logically inconsistent "gods" either.
does not the very fact of existence defy our absolute and necessary notions of logic ? Something is needed for something else, yet things do not come from nothing etc ?

Nope. Logic says that I must accept a starting point...what we have been refering to in this thread as an axiom or 'first principle'. Otherwise we could accomplish nothing while we sit around chattering mindlessly about the infinite regressions.

Also, the claim that things do not come from nothing is a groundless assertion(especially considering that positron-electron pairs seem to do just THAT(pop into and out of existence uncaused)).

[ Saturday, February 19, 2005 19:20: Message edited by: SkeleTony ]

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"I am in a very peculiar business. I travel all over the world telling people what they should already know." - James Randi
Posts: 219 | Registered: Saturday, October 13 2001 07:00
Favorite Movie. in General
Shock Trooper
Member # 156
Profile #38
quote:
Originally written by Solodric:

I've thought of a few others I liked:

The original Blade, simply because, despite all the cursing, it made for a good way to waste some time ;) DEFINITLY not the sequel, and I havent seen Blade Trinity

I have not(and will not) post any of my disagreements with anyone's offerings here(for obvious reasons) but I will whole-heartedly agree that the first Blade was one of the better C2F(comics to film) translations to come around(sure, there are some ridiculous moments where the sword-wielding vampire-hunter is beating a uniformed policeman in broad daylight while shoppers mill about in the background, apparently oblivious but overall a great movie).
I will warn you NOT to go see Blade: Trinity. It is absolutely horrible with a capital "Horrible"!

quote:

The Maltese Falcon. It may be old, but hey, there was just something badass about Sam Spade ;)

Dont forget that if it werent for TMF, we might not have Black Trenchcoats in movies. Can you imagine The Matrix without black trench coats?

Yes, TMF is a great movie. The way they used light and shadow in those old B&W films...awe inspiring. However, I don't recall any "black" trenchcoats in TMF. IIRC, Bogart wore an off-white/beige colored one(but who says I remember ANYTHING correctly?).

[ Monday, February 14, 2005 08:02: Message edited by: SkeleTony ]

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"I am in a very peculiar business. I travel all over the world telling people what they should already know." - James Randi
Posts: 219 | Registered: Saturday, October 13 2001 07:00
Root of all evil in General
Shock Trooper
Member # 156
Profile #316
quote:
Originally written by Sagieuleaux:

quote:
And this claim is automatically dismissed because it is absolutely void of ANY meaning.
I seem to recall you repeatedly disputing my assertion that a meaningless statement couldn't be true. Why the sudden about-face?

Not an about face. I may have misunderstood you but here is the original exchange/context:

quote:
[quote]We both AGREEE that there can be no "meaning" understood(for ANY words) without things capable of such(abstract thinkers/minds) which is a seperate issue from whether matter exists.

I don't think it is a separate issue. A statement that isn't meaningful can't be true.

See ...? Different context. If you go back through the whole discussion(as I just did) then you will note that I have been EXTREMELY consistent on this point(that existential claims for undefined entities are worthless).

YOUR assertion was offered in support of your contention that if there are no abstract thinking entities around to create languages and infer "meaning" then matter ceases to exist.

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"I am in a very peculiar business. I travel all over the world telling people what they should already know." - James Randi
Posts: 219 | Registered: Saturday, October 13 2001 07:00
Getting my butt kicked, advice needed in Blades of Exile
Shock Trooper
Member # 156
Profile #2
Sagi's suggestions are one way(and for all I know may be the most efficient way to do things) but I have always tended towards a similar party to your own(1 SLith Pole-Tank, 1 ambidextrous 2-sword wielder, 1 "Big axe/Big sword" guy, 1 Nephil archer-thief(who usually also knows mage & priest spells), 1 priest-type(usually slith) adn 1 mage) and I have never had any problems.

Been a while since I played through "Valley of the Dying Things" but starting off, just 'stick to the script' so to speak. If what's-his-name offers you a mission to beat up on lowly goblins or bandits or rats or whatever then do that to build experience. Consult the hint book/walkthrough that came with the game(and is accesible from the menu atop your screen via the "Help/help with the demo" section or whatever it's called).

What Sag' says about spellcasting is absolutely right also. Haste and Bless are your friends.

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"I am in a very peculiar business. I travel all over the world telling people what they should already know." - James Randi
Posts: 219 | Registered: Saturday, October 13 2001 07:00
Root of all evil in General
Shock Trooper
Member # 156
Profile #312
quote:
Originally written by Andrew Miller:

I assert that people don't have the perceptive capability necessary to make such determinations, and it follows that what a person can't perceive he can't describe. Given that our logic relies on our capacity for observation (currently in three dimensions + time), it is thus doomed to failure because we (currently) can't observe a fourth (or other) dimension.
First of all, I do not say that "other dimensions" are impossible. THe claim that "other dimensions MAY exist" is to insubstantial/vacuous for me to make any sense of.

Second, there are two possible reasons why we might not percieve a thing:

1)Some deficiency of or too-limited a capacity for perception. This is the one YOU are assuming in your argument. That humans do not see God because we lack a "God detector".

2)The thing does not exist.

Now if we were talking about, say a henceforth undiscovered breed of dog or a planet or somesuch, then 1) would be a valid consideration. Your reasoning would at least be solid enough to say such a thing cannot be ruled out.

Since we are NOT talking about such a thing but rather a TRANSCENDENT GOD(pay attention to that, it is important), 1) does not suffice anymore than saying the reason we cannot see a round square is because our eyes are faulty or too limited. We are left with 2). Such things do not exist.

quote:
Logic, when applied to matters of additional dimensions, will return a result of nonsense, "undefined," or what have you, because our logic is a tool rooted in our context.
Not true. "Other dimensions" by itself is not nonsensical. There is not enough info there to say ANYTHING about such a claim(not even that it is "possible"). Logic rules out transcendent gods as "nonsense" because in order for them to be transcendent, there can be NO WAY for us to know them, detect them, understand them etc. They must be INDISTINGUISHABLE from an imaginary thing in terms of existence within OUR reality.

Either WE become "gods" and part of God's reality OR God becomes natural and part of OUR'S.

Trust me, I didn't see it at first either and I remained a weak atheist for years and years not seeing it.

quote:
I think therefore that logic doesn't rule out that other dimensions could exist, so much as demonstrate that it, based on a ruleset of three dimensions + time, is the wrong tool for the job.
I have no idea what you are talking about here or what it might have to do with ME.

quote:
I can't prove that another dimension exists. You, hovever, for the same reason cannot prove that it does not exist. "Nonsense" is not the same thing as "false."
Nonsense DOES = "false". Nonsensical things do not exist and CANNOT exist. If I am wrong then it will be an easy task for you to prove it by showing us a square shaped circle or a God who is both WITHIN our reality and outside our reality.

quote:
Given this inability to observe another dimension, I think the best answer we have right now is: "We don't know." Your stance seems to me to be that what we can observe - three dimensions & time - is the absolute limit of existence.
No. My stance is that the universe has limitations. It MUST have limits or we cannot know ANYTHING about it and there would be no consistency to it.
The question then becomes : WHat are those limitations? Where ARE the boundries?

That is where science comes in. Science is about exploring the limits and discovering the boundries of reality. Logic is a sort of tool we use to help us out. Logic works in our reality and logic tells us that round swquares and transcendent gods do not exist. Those are some of the limits of OUR universe.

Some find this depressing. SO depressing that they plug their ears and scream at those who would say such things. They scream at skeptics for telling them that psychics are not using ESP and they REALLY scream when strong atheists have the gaul to say there is no God.

As if aknowledging the plain truth that Santa Claus does not exist is fine but to do so in regards to God makes one "closed-minded".

We live in a reality and universe where things work a certain way. People do not age backwards, going from death to birth. A ball is not thrown because it was caught to someone. A geometricx shape cannot be both "round" and "not at all round" at the same time adn transcendent gods do not exist either.

quote:
Because you are incapable of proving or disproving this, however, this assertion is "nonsense" in kind; in other words, a belief. That to me seems short-sighted.
The burden of proof is not on ME. It is on whoever might claim such a thing. I do not have to prove that round squares do not exist anywhere in the universe. You cannot prove a negative adn "God doesn't exist" is STILL a negative because the "God" in question is either undefined or logically inconsistent(nonsensical), like a round square.

quote:
And so I propose a god that exists not only in our three dimensional + time context, but also in another dimensional sense that we cannot prove or disprove.
And this claim is automatically dismissed because it is absolutely void of ANY meaning. What "other dimension" are you talking about? WHat does this term mean?!? What is "God"?

quote:
This god could be omnipotent or very nearly so,...
"could be"?!? When you get it worked out then come back here and we will discuss whether it is possible or not.

quote:
perhaps not omniscient but omnipresent, able to observe and touch our world, moving in and out of it along this other dimension just as Sphere used height to move in and out of Flatland. I cannot prove this god exists; you cannot disprove it.
But YOU have the burden of proof, not I. YOU are the claimant here, not me. NOTHING can be "disproven" to the proponent of the existential claim in question. Try disproving Santa Claus right now. You cannot do it.

Also, if this God is passing in and out of dimensions then it cannot be omnipresent. You might want to iron out these bugs before having another go.

[ Saturday, February 12, 2005 00:33: Message edited by: SkeleTony ]

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"I am in a very peculiar business. I travel all over the world telling people what they should already know." - James Randi
Posts: 219 | Registered: Saturday, October 13 2001 07:00
Favorite Movie. in General
Shock Trooper
Member # 156
Profile #23
Sorry but I have to break this down in categories. Only way I can do it.

Action movie(not Sci-fi or Fan.):

The Road Warrior - No action flick since has been as visionary or compelling.

Sci-Fi : Pitch Black - Say what you will about the sequel and all other Vin Diesel movies but this one was perfect. Great dialogue and pacing.Actually tied with Blade Runner to be honest.

Fantasy : LotR - I am not a fan of Tolkien(more a Moorcock, Howard & Lieber fan) but Jackson did about as good a job as anyone possibly could and the actors took the film seriously. Dragonslayer starring Peter McNichol is a close second.

Comedy : Half-Baked - WAYYY underated movie. Made CHeech & Chong look like rank amatuers. Funny even if you're NOT high.

Drama :Gladiator - I know, I know...could be an action flick as well. Really though this film was brilliantly scripted. Probably tied with The Shawshank Redemption and a few others.

Suspense/Thriller : The Usual Suspects - 'Nuff said.

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"I am in a very peculiar business. I travel all over the world telling people what they should already know." - James Randi
Posts: 219 | Registered: Saturday, October 13 2001 07:00
Root of all evil in General
Shock Trooper
Member # 156
Profile #309
quote:
Originally written by Andrew Miller:

That something is indescribable != impossible. I really don't think citing "Flatland" as an example is helping your case. At best, it demonstrates that while we're incapable (currently) of perceiving/describing a "higher" order/additional dimension, a "higher" order/dimension could exist. This was my point with the blind person analogy way back when.
You're still not getting what I am saying(and the "Blind man analogy" was a false one as has been demonstrated).

The assertion that "God MAY exist(somehow)." is on par with saying "Snozzwoggler may exist". If you leave it at that it is, at best, a worthless/meaningless assertion. I do not have to prove or disprove it because it is vacuous.

But when you try and define "God" is when you run into the problems I have mentioned a dozen or more times now. Either you describe something that, by your own definition, CANNOT exist in any way that would be meaningful(i.e. God could exist as just another human and therefore be indistinguishable from any human claiming to be God such as David Koresh OR he is "GOd" adn we are ALSO "Gods" and so are able to comprehend this "higher dimension") OR you describe something that is natural and we already have a name for(i.e. the Sun).

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"I am in a very peculiar business. I travel all over the world telling people what they should already know." - James Randi
Posts: 219 | Registered: Saturday, October 13 2001 07:00
Root of all evil in General
Shock Trooper
Member # 156
Profile #307
quote:
Originally written by ef:

I know 'Flatland', though it's been a while that I've read it.

quote:
UNLESS...We somehow became part of GOD's reality(re: became gods ourselves).
The third dimension - our world - is aware of the second and first, as our reality contains and surpasses them both. The same would probably be true for a fourth, fifth, sixth dimension. What we know as our world would be embedded in and be part of a larger reality that we cannot imagine. And if that multi-dimensional consciousness at the end of the ladder (if there is an end) is what we call by the name of 'God', then certainly we are part of it and its reality, just as the first and second dimensions are part of ours.

Completely irrelevant. The question is NOT whether God can say that we exist. It is whether WE can say that God exists. The claim is nonsensical because God would have to be indistinguishable from other mundanities(Maybe Koresh WAS God?) OR we would have to become God-like ourselves.

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"I am in a very peculiar business. I travel all over the world telling people what they should already know." - James Randi
Posts: 219 | Registered: Saturday, October 13 2001 07:00
Root of all evil in General
Shock Trooper
Member # 156
Profile #305
quote:
Originally written by Andrew Miller:

quote:
Originally written by SkeleTony:

Read the book Flatland(free online. Do a Google for it). In it there is a universe of just two dimensions wherein these sentient 2d entities("squares", "circles" etc.) exist. One day, a 3dimensional "sphere" passes through their universe but he appears just as a 2D "circle which grows then shrinks before vanishing which is entirely conssitent with the laws of "Flatland".
Then "Sphere" decides one day to grab "Square" and show him the reality of the 3D universe outside his own. When he takes "Square" into 3D space, "Square" of course becomes "Cube" because one cannot remain bound by constraints which do not exist. When "Cube" eventaully returns to "Flatland" and becomes, once again, a "Square", he is unable to explain his experiences outside of Flatland to the other shapes. It is all gibberish and nonsense because they have no frame of reference to understand what he is saying and as he has become, once again bound by the physical laws of Flatland and 2D existence, he himself cannot make sense.

The point being made by the author is that we cannot say 'X' exists without being a part of 'X's reality(in this case Gods ourselves) OR 'X' becoming part of OUR reality(God becoming natural and mortal and mundane). Without this frame of refernce, saying "X(re:God) exists" makes no more sense than saying "Gibbleslotch varga7es!"

Thank you for this reference - this book is very intriguing.

Doesn't the example this text sets actually refute the entire basis for your assertion that God can't both exist and be logically impossible? That WE CAN'T say X exists without being a part of X's reality does not equal X CANNOT EXIST. The sphere could enter and leave the two-dimensional world at will, a seemingly impossible feat - could not the same thing occur within the three-dimensional world along a fourth dimension? What the author illustrates is not the all-binding nature of the rules but our own limits of perception. I assert that just because we cannot observe/comprehend a fourth dimension does not mean that that dimension cannot exist.

You misunderstand. The "sphere" could ONLY interact with the 2D world as a 2D entity. It effectively had NO 3rd dimension when doing so. What's more, no one in "Flatland" could possibly percieve the "Sphere" as anything but another "Circle".

To apply this to "God", if a God were interacting with OUR reality he would be indistinguishable from another mortal human(or, theoretically some other type of sentient animal life).

UNLESS...We somehow became part of GOD's reality(re: became gods ourselves).

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"I am in a very peculiar business. I travel all over the world telling people what they should already know." - James Randi
Posts: 219 | Registered: Saturday, October 13 2001 07:00
Root of all evil in General
Shock Trooper
Member # 156
Profile #303
quote:
Originally written by Kelandon:

I am a bit bothered by your idea that any concept of a god outside of the omniscient, omnipotent, omnipresent one is too vague to be useful, since it seems to be entirely based on your own desire not to think about such a thing. You have not refuted it; you have simply refused to deal with it.

At any rate, I'm bored, so I guess I'm done here.

I am sorry this bothers you. DO you have a God concept that refutes this idea?

EDIT: Also, this is a strawman. I never said that any god-concept outside the tri-omni one was necessarily too vague to be useful.

[ Wednesday, February 09, 2005 06:19: Message edited by: SkeleTony ]

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"I am in a very peculiar business. I travel all over the world telling people what they should already know." - James Randi
Posts: 219 | Registered: Saturday, October 13 2001 07:00

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