tag:blogger.com,1999:blog-6261591.post7203012945629653288..comments2024-02-14T19:34:27.983-05:00Comments on Pulsipher Game Design: Do’s and Don’ts of RPG Monster Design Lewis Pulsipherhttp://www.blogger.com/profile/11998403221823705918noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-6261591.post-46116691482071681402017-05-29T06:30:36.612-04:002017-05-29T06:30:36.612-04:00We had a comment that this applies less to a skill...We had a comment that this applies less to a skill-based than to a level-based game, but unfortunately it included a link to a casino, so it's gone. <br /><br />A defining characteristic of RPGs is progression in capability, whether via levels, skills, loot, or anything else. I don't see how using skills instead of something else would make much difference in how monsters are designed.Lewis Pulsipherhttps://www.blogger.com/profile/11998403221823705918noreply@blogger.comtag:blogger.com,1999:blog-6261591.post-25777565197471652992017-03-20T11:22:03.586-04:002017-03-20T11:22:03.586-04:00Yes, K, you're unusual.
When I play video gam...Yes, K, you're unusual.<br /><br />When I play video games (which is rare nowadays) I almost never go back to save game. But being old and slow, if I played games with "bosses" I'd get killed a lot before I succeeded, because the games are built that way. (Unless, perhaps, you play at easiest difficulty - if it's easy enough). Use of saved games during play is endemic, in myLewis Pulsipherhttps://www.blogger.com/profile/11998403221823705918noreply@blogger.comtag:blogger.com,1999:blog-6261591.post-68570442576513776532017-03-20T11:11:07.052-04:002017-03-20T11:11:07.052-04:00Bosses are designed with the idea that there's...<i> Bosses are designed with the idea that there's a save game to go back to. They are designed to kill you several times before you succeed. [...] So video game bosses tend to be much tougher in relation to the adventuring party or individual than the monsters you meet at a climax in a tabletop RPG. This is a fundamental difference. Video gamers would be disappointed if almost every time Korodzikhttps://www.blogger.com/profile/05344753329008603145noreply@blogger.comtag:blogger.com,1999:blog-6261591.post-14625022477300063682017-03-16T20:44:20.079-04:002017-03-16T20:44:20.079-04:00The first thing I note as that your essay deals wi...The first thing I note as that your essay deals with level based games, not so useful with a skill based game.<br /><br />It also speaks from the assumption that a character is effectively defeated when he has lost all his hit points, and when all the hit points are gone he dies. Unfortunately it seems that only one RPG system handles it differently, and it also treats damage and hit points mythusmagehttps://www.blogger.com/profile/10458869083534878283noreply@blogger.com