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Archmage Ascension progress in Blades of Avernum
Warrior
Member # 3610
Profile #2
Interesting concept, but very ambitious. I'm working on something similar called Academy Arcana, but not nearly as huge as what you describe. Good luck with it, but I'd lower m expectations. Even in A3, my singleton never achieved level 150 (I think he hit level 75 or so).
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
Bahssikava released! in Blades of Avernum
Warrior
Member # 3610
Profile #66
Incidentally, ef, I think the fact that you are asking these questions yourself means that Kel shouldn't have to. While the point about the Haakai area is certainly valid (though given what happened in Avernum 2 with Kordadis, it is hard to say that he is the only remaining demon-lord). I'm actually planning a scenario based on that idea... Anywho, yeah.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
Article - bjlhct2 On Scenario Design pt 1: Linearity in Blades of Avernum
Warrior
Member # 3610
Profile #44
I'm gonna stop now. Just remember, the person who screams louder isn't always right. I think we will have to agree to disagree, and leave it at that. Certainly, I can't convince you, and I know you can't convnice me. I'm not willing to go rooting around for sources to agree with me or not. It's just not worth it. If it pleases you, then you can assume I'm agreeing with you. You've won.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
Article - bjlhct2 On Scenario Design pt 1: Linearity in Blades of Avernum
Warrior
Member # 3610
Profile #39
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.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
Article - bjlhct2 On Scenario Design pt 1: Linearity in Blades of Avernum
Warrior
Member # 3610
Profile #32
SkeleTony, I think you are confusing games with simulations. I highly recomend the book The Art of Wargaming to you on the subject.

In a game, combat is a puzzle. 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. Looked at in the right light, anything can be a puzzle. 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.

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? 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. 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.

But back to the issue of what is an RPG, and what are mechanics, Cops and Robers has mechanics. Are they very complicated? No. However, the fact that there are rules, and the rules for how to shoot each other constitutes mechanics. Chess is a wargame. 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.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
Article - bjlhct2 On Scenario Design pt 1: Linearity in Blades of Avernum
Warrior
Member # 3610
Profile #6
From the point of view of someone who has designed and run many RPG's in a whole variety of formats (PnP, PbP, Chat, cRPG, RTS/TBS Scenarios, freeform, etc.), I think that what everyone seems to be missing is that there is no absolute! Linearity and non-linearity are a continuum, not polar opposites. In the ideal RPG storyline, the player never realizes that it is non-linear because s/he is naturally motivated to take the path set before him/her. How do you achieve that motivation? Story.

A game/scenario without a story, no matter how open ended, is no more than a construct. The point of non-linearity is to make the game world more immersive by giving the player choices. Well, the best way to make the game world more immersive is to actually create a game world. If you merely have a construct for presenting choices, there is no reason, and indeed no basis, for those choices. Then the choices only highlight the artificiality of the game. On the other hand, if you create an immersive game world, then you involve the player. Now you can present choices when appropriate to strengthen that immersion.

In the ideal scenario, you actually craft the story so the player will only really be able to make one choice. If you do that, then you have told the perfect story. You have instilled the emotions you want to instill in the player, and they haven't even noticed.

Of course, to be able to get to that point, you need to be able to lure the player into your story. The best way for all concerned is by proper reward placement. Small rewards in rapid succession, followed by larger rewards spaced further and further. As a rule of thumb, you should be giving aproximately the same average gold value for the same average period of game time. Special challenges like boss battles and major puzzles should be spaced so that they are part of your rubric, or at most only slight blips in it. This gives a better pacing to the game, and draws the players in. Then you can begin to weaves your story around them, and once you have woven it, then you can begin to emphisize the game-play elements less. You still need some important battles, but they can come when and how the story dictates.

Cheers.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
Bahssikava released! in Blades of Avernum
Warrior
Member # 3610
Profile #59
Could the unhandled exception be an excessive skill score?
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
BoA Editor Remake in Blades of Avernum Editor
Warrior
Member # 3610
Profile #64
I have a tiny bit of scripting experience. I have some game-building experience, but mostly on the sound end of things. =) Sorry.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
BoA Editor Remake in Blades of Avernum
Warrior
Member # 3610
Profile #64
I have a tiny bit of scripting experience. I have some game-building experience, but mostly on the sound end of things. =) Sorry.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
BoA Editor Remake in Blades of Avernum Editor
Warrior
Member # 3610
Profile #62
If I may suggest something:
Make the editor a fairly basic framework. Perhaps the "base editory" would be even less functional then the current BoA Editor. Then, each imporvement could be worked in as a "module," "plugin" or "expansion." For the sake of simplicity, I'll just call them "plugins" for now.

So, you could have a plugin which modifies the terrain display window(s) to allow for switching between 3D and 2D editing.

I would aim for basic framework functionality of the following:
· Numeric pallettes for floors, terrains, and items
· On screen editing for hights
· Scallable editing are
· Menu access to all the current commands
· Communication pathways (vestigal)
· Scripting options (vestigal)
The two "vestigal" pieces would be built in for future plugins to use. For example, the whole copy/paste bit and the internet access to databases would use the communications pathways, while the scripting options could work through plugins to allow for in-line scripts of all sorts, as well as interfaces for new terrain and items editors.

Key plugins would then include:
· Button-selectible pallettes
· More pallettes for town options, and similar
· Echoing some menu items in pre-existing palletts
· A 3D editing option
· An in-line dialogue editor
· An in-line script editor
· An in-line object editor (ie new objects, floors, terrains, etc.)
· Communications with online databases
· In-line access to BoA for testing
Etc.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
BoA Editor Remake in Blades of Avernum
Warrior
Member # 3610
Profile #62
If I may suggest something:
Make the editor a fairly basic framework. Perhaps the "base editory" would be even less functional then the current BoA Editor. Then, each imporvement could be worked in as a "module," "plugin" or "expansion." For the sake of simplicity, I'll just call them "plugins" for now.

So, you could have a plugin which modifies the terrain display window(s) to allow for switching between 3D and 2D editing.

I would aim for basic framework functionality of the following:
· Numeric pallettes for floors, terrains, and items
· On screen editing for hights
· Scallable editing are
· Menu access to all the current commands
· Communication pathways (vestigal)
· Scripting options (vestigal)
The two "vestigal" pieces would be built in for future plugins to use. For example, the whole copy/paste bit and the internet access to databases would use the communications pathways, while the scripting options could work through plugins to allow for in-line scripts of all sorts, as well as interfaces for new terrain and items editors.

Key plugins would then include:
· Button-selectible pallettes
· More pallettes for town options, and similar
· Echoing some menu items in pre-existing palletts
· A 3D editing option
· An in-line dialogue editor
· An in-line script editor
· An in-line object editor (ie new objects, floors, terrains, etc.)
· Communications with online databases
· In-line access to BoA for testing
Etc.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
Exile II: Crystal Souls, the story in General
Warrior
Member # 3610
Profile #5
OOC: Sorry, I have to withdraw from this RPG. I am a part of my school's Model United Nations Program. Currently, we are in the running to be the best program in America, and possibly the best since the whole concept of Model UN began. Since I am heading our team to the last major conference right now, I really don't have much extra time. Again, my appologies. - Rob
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
Bahssikava released! in Blades of Avernum
Warrior
Member # 3610
Profile #16
[Humbug Voice]
Back in beta, we didn't have no stinkin' walkthrough!
We played through Machinery with our own brain! In snow ten feet above our heads! Uphill, both ways!...
And we enjoyed it!
[/Humbug Voice]

But seriously, I highly suggest that you are play Bahssikavah, at least once. It's a really, really ridiculously good scenario. One of the best I've played yet. Give it a whirl!
EDIT: Oh, and it took me at least six hours to do the laser puzzle, with something like two reloads, and multiple sectional resets.

Oh, and Kel, if you still have that laser puzzle sitting around, I'd love to try it. You should have my email.

[ Monday, February 21, 2005 08:53: Message edited by: Dastal ]
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
Illegal distribution on the BoAC in Blades of Avernum
Warrior
Member # 3610
Profile #97
Yay! ::Downs beer:: (Anywhere outside the US, where it is legal for Dasty to do so, of course!)

Oh, Aluion, since I am not a lawyer, only stufying to be one, I'll go with you on this one. I just know that my father, who was chief corporate council for Excelon Inc., made abundantly clear to me that if (when? I hope) I get my law license, I should properly disclaim anything I post online.

Stareye, my aside dirrected at you was really a personal note from someone who has moderated similar boards in the past (those of the HomeLAN Federation). I was just trying to offer advice should a similar situation arise.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
Weapons and Warfare in Avernum. in Blades of Avernum
Warrior
Member # 3610
Profile #11
The more interesting question, in my oppinion, is: "In a land of magic, what use is most of the advances we recognize from military history?"

Let's start with something as simple as the wall. What use are walls when you can teleport through them, or fly over them. Further, fireballs are certainly high-velocity, flat tractory projectiles, and probably roughly analogous to a modern HEAT (high-explosive anti-tank) shell. If a HEAT shell can do a few meters of RHA (rolled, homollogous armour), then it can certainly take care of a stone wall. Further, you can hit on target every time. The waning of keep-style fortifications and the rise of star-fort-style fortifications was caused not by the destructive force of cannons, but by their accuracy.

As an on-topic asside, most of your weapons exist, since they are realy only cosmetic variations on existing weapons. Katanas are little more then single-bladed hand-and-a-half swords, etc.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
Illegal distribution on the BoAC in Blades of Avernum
Warrior
Member # 3610
Profile #72
Overwhelming, Alarion, and to a lesser extent myself, have been trying to explain to you the legal ramifications of your actions. Again, the following is offered as my my opinion in a non-expert manner, that my opinion is not presented as legal council, and that I accept no responsibility for any consequences of you using what follows. I am not claiming this is the final word on this situation, and I suggest you consult retained council before taking action:

The Common Public License (refered to as the "agreement") which Mr. Watts and Spiderweb Software entered into as a result of Mr. Watts's use of the program "Blades of Avernum Editor" says that Mr. Watts (refered to in the Agreement as the "Recipient") will recieve certain rights. One of them is that "Subject to the terms of this Agreement, each Contributor hereby grants Recipient a non-exclusive, worldwide, royalty-free copyright license to reproduce, prepare derivative works of, publicly display, publicly perform, distribute and sublicense the Contribution of such Contributor, if any, and such derivative works, in source code and object code form." (Section 2, Paragraph (a).) This grant of rights means that Mr. Watts's scenarios for Blades of Avernum constitute derivative works. Mr. Watts and Spiderwed Software also entered into another contract (the "Blades of Avernum License" when Mr. Watts used the program Blades of Avernum). This agreement grants Spiderweb Software the "Right to place any and all scenarios created in whole or in part by the Blades of Avernum Scenario Editor for download on our web site without prior approval of the author." (Following Section 10, under "Reserved Rights".) I will discuss the implications of this later.

When "Overwhelming," a Portugese national, elected to use the services of a company Squarespace Inc. As part of the Terms of Use (known as the "Agreement") for this company's services, "Overwhelming" agreed that "This Agreement shall be governed and construed in accordance with the laws of the State of Maryland and no party shall object to removal or prosecution of any litigation to a federal or state court in Maryland." (Section XII) As a signitory and ratifier of the Constitution of the United States of America, the State of Maryland accepts all laws of the United States of America as her own. Given that all parties are American nationals, or corporations incoporated within the territorial boundaries of the United States of America, American Federal law applied. Given that the license for Blades of Avernum stipulates the law of the State of Washington, the state with primary jurrisdiction is disputable, but the laws at the Federal level apply, as do all treaties, conventions, agreements, and other international instruments and contracts legally entered into by the United States of America.

Now, regardless of the nationalities of any of the concerned parties, both the United States of America and the Portugese Republic are ratifiers of a number of treaties and conventions. Among these are the Berne Convention and the Paris Convention. Under the terms of the Berne Convention, the articles written by Mr. Watts qualify as a litterary work. So too do the scripts written by Mr. Watts. The scenarios written by Mr. Watts quallify, in my oppinion, as "cinematographic works to which are assimilated works expressed by a process analogous to cinematography" (Article 2, Paracraph (1)). Thus, all of Mr. Watts's disputed property can be reasonably construed to fall under the jurrisdiction of the Berne Convention. Of primary interest is the fact that "Independently of the author's economic rights, and even after the transfer of the said rights, the author shall have the right to claim authorship of the work and to object to any distortion, mutilation or other modification of, or other derogatory action in relation to, the said work, which would be prejudicial to his honor or reputation." (Article 6, Paragraph (1).) In this case, it is the claim of Mr. Watts that the presence of the disputed property on "Overwhelming's" website constitutes a dereogitory action which would hurt Mr. Watts's reputation. If it is the belief of the community that Mr. Watts's claim is true, then "Overwhelming" would be in error.

Regardless of that, the Berne Convention also states that "Authors of literary and artistic works protected by this Convention shall have the exclusive right of authorizing the reproduction of these works, in any manner or form." (Article 9, Paragraph (1).) This is an explicit statement that seems to suggest that Overwhelming is in error. Now, we should recall at this point that Mr. Watts entered into an agreement with Spiderweb Software specifying that Spiderweb Software retained certain rights, including the "Right to place any and all scenarios created in whole or in part by the Blades of Avernum Scenario Editor for download on our web site without prior approval of the author." This passage can be interpreted in one of two ways. The first is that by placing any and all scenarios up for public download, they in fact made them public domain. The other is that the rights are exclusive to Spiderweb Software, and "Overwhelming" does not have the right to distribute them. In my oppinion, the latter is correct.

I had intended to move on to Federal law at this point, but I think the international law is fairly clear, and applies with certainty to all concerned parties. The fact that my dinner is ready does amplify my resolve on this point.

I would just like to add a few things in closing: This community has no legal right to judge in this case. "Overwhelming" never agreed to accept Spiderweb Software or its agents as arbitrators, and, even assuming one among us is a judge with jurrisdiction, this is not the proper place for such deliberation. I believe, in fact, that the consensus of a small group of the communities older members does is hardly sufficient justtification for any actions taken. Stareye, as a moderator on the official Blades of Avernum boar, you are a representative of Spiderweb Software. Even as such, you are not above the Code of Conduct. Dirrectly from the Code of Conduct: "Moderators are expected to uphold the Code of Conduct and warn members about any infraction which they commit. ... Moderators are not exempt from the Code of Conduct themselves." Further, "Overwhelming's" actions were not performed on any site owned or operated by Spiderweb Software. As represnsibe as intellectual property theft is, you should still not be concerned as a moderator. That means that you should not be using your moderator powers. By using your moderator powers in relation to an affair that only concerns you as a member of the community, you are crossing a very dangerous line. Regardless of how right the use may be, in this case, you have now set a precedent for using moderator powers in a personal matter. If someone is to take action on these boards with relation to the matter, it should be Mr. Vogel, or someone he has dirrectly requested to do so, because it represents Spiderweb Software taking a position on an external affair, not dealling with an internal matter.

I believe intellectual property theft is wrong, except in a few, specific cases, and all of those have to do with the threat of death or serious injury. I condone the actions of neither side. I just hope that people can understand the severity of infringement on intellectual property.

On a personal note to Aluion, by prefacing your statement with "IAAL" I believe, and I may be wrong, that you could be potentially setting yourself up for malpractice, should anything be wrong. I doubt it would happen in this community because it is a pretty asinine thing to do, but just thought I shoul mention it.

EDITS:
Added final paragraph, fixed names, gramar.

[ Friday, February 18, 2005 16:00: Message edited by: Dastal ]
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
Illegal distribution on the BoAC in Blades of Avernum
Warrior
Member # 3610
Profile #43
Understanding that the following does not consitute legal advice, but simply my own opinion offered in a non-expert manner:

From a legal point of view, it seems to me that the law would suggest Kelandon has a number of rights:
His scripts are using a pre-existing idea in a new way. This consitutes his legal intellectual property. Further, the body of text consituting the code is a litterary work under current interpretations of the Berne Convention.

His articles are unquestionably his.

The scenarios may or may not be his depending on several factors, including what tool he used to make them. I bellieve that they are, at the very least "utility patent"able though the EULA for the editor may say different.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
The beginings of an RPG in General
Warrior
Member # 3610
Profile #23
I'm a touch confused here. Are we just using the Exile skill system or what?
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
Beta-Call for Bahssikava in Blades of Avernum
Warrior
Member # 3610
Profile #82
Kel, first off, I finished it when I restarted.

Second, this was an AMAZING scenario. While there were a few bugs, I think this was by far the best scenario I've ever played, possibly including A1-3. While I would have prefered it a bit longer, I can understand why you stopped when you did. While you may have been missing some of the technical flash in certain areas, I think you more then made up with it in the plot. The fights were hard (at least for a singleton), though the hardest one for me was the one with the Demon Golem just cause my singleton kept getting paralyzed and put to sleep. Anywho, bug report should be en route. Again, simply superb!
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
Beta-Call for Bahssikava in Blades of Avernum
Warrior
Member # 3610
Profile #79
No, but I'll work on trying the whole thing again since I'm not really that far into it. You got my additional bug reports?
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
Beta-Call for Bahssikava in Blades of Avernum
Warrior
Member # 3610
Profile #77
One that stops me from playing (others en route via email): I'm getting an Unhandled Exception error in Ancient Bahssikava in what is described as a home. After I opened the door to the wrecked room (west of the enterance to the home) and I returned to the main home area to look around before entering the rest of the home, I started getting the errors after moving two spaces. When I saved after moving one space, it crashed again. I atemted to restart the program, and the computer. Neither helped.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
Beta-Call for Bahssikava in Blades of Avernum
Warrior
Member # 3610
Profile #75
In the Library, the armor dropped by the white slith in the dark alter area has an icon that is a combination of tow pots of silver coins and a sword, with the central line in the sheet of icons visable.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
Beta-Call for Bahssikava in Blades of Avernum
Warrior
Member # 3610
Profile #74
It's not the fact that I'm attacking myself (I don't think), but there's something on a ledge in the middle of the path that does it. The damage is "you leading member gets blasted baddly." In addition, there seems to be a bug where I loose all my hitpoints when I save. Durring the cutscene exposition on the Exile of Legare (the scene in Gnass in the cutscene following the first return to the fort in Bahssikava), In certain points an O with a tilde is used instead of some character. I think it may be a dirrectional apposrophe.

[ Tuesday, January 18, 2005 15:48: Message edited by: Dastal ]
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
Beta-Call for Bahssikava in Blades of Avernum
Warrior
Member # 3610
Profile #71
I gotta say Kel, while I'm not sure how the others feel, I think the lighting-thing on the second level of the dungeon is pretty devestating, especially to singletons. My maxed out singleton nephil (that is, all stats all the way maxed out) gets murdered. At just under 700 damage a pop, I can't even heal fast enough to keep up. I'm going to try it with an invincibility potion in a few minutes, but that dude is deadly.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
New look for www.spidweb.com in General
Warrior
Member # 3610
Profile #38
Wow...This is a day i never thought would come. I remember first visiting spidweb.com almost 10 years ago, when I first started playing the Exile games (off the "Best Shareware Games of 1995" CD), back when you were supposed to register with some other company (maybe something with an A?), and I'm pretty sure this is the first change, or maybe the second since then. I'm impressed.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00

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