The world is a found object, and we are imperfect archeologists

So I decided to get on TIGsource in a proper way. I posted on there years ago but drifted away. This time, though, I made a post about “Masques and Murder!” So I’m on there now, for realsies.

On my jaunt I stumbled upon “Ultima Ratio Regum”. I’m a pretentious twit, so I know this is Latin for “The Final Argument of Kings”, and that this was proudly engraved on the elaborate barrels of Renaissance cannons. (Renaissance princes were also, I think, pretentious twits.) So I click it, because this is totally my thing.

I’m now a little bit obsessed with this game.

Continue reading “The world is a found object, and we are imperfect archeologists”

Devlog update: Masques and Murder!

Each skill now has a different bit of flavour-text for each skill level. So training at a low level will yield something like this:

Skills1

but training at a high level will give you something like this:

Skills2

Next up, I plan to make a pass of the entire text for a second draft, and implement a content filter. Getting quite close now! 😀

 

Why is there so much combat in RPGs? – also, vents!

Heads up: This is a bit more design-focused than my usual posts. It also approaches RPGs with the desire to play them as I want to play them: as a narrative-producing machine ala pen and paper RPGs, rather than as a challenge or competition.

I like RPGs, but when I make a new character I can’t help but sigh. Should I be sneaky? Agile? Powerful? Should my expertise be in sniper rifles or shotguns, swords or battleaxes? Because I always end up putting my points into these skills – based around combat or, at the very least, sneaking around combat – rather than the other skills. You know the ones: charisma. Wisdom. Maybe even “gambling” or “seduction”.

Continue reading “Why is there so much combat in RPGs? – also, vents!”