Weird... was this only meant for corporate eyes?
2 days, 5 hours ago
In other words, learn to work together!
OK. If I actually grew up in a universe like this... I guess I'd just give up (or find a nice planet to hide on), because Games Workshop seems to go out of its way to defeat any attempt at fighting back against all that humanity is up against. Even the humans are pretty horrible people :P
That was hilarious :)

Chris Pramas (of Green Ronin Publishing): It was pretty simple. BioWare came to us and said, "How'd you like to do a tabletop RPG based on our upcoming Dragon Age: Origins game?" I had enjoyed the hell out of games like Baldur's Gate and Knights of the Old Republic, so of course we said yes.
It looks to me as if Green Ronin's approach to their design for their game is a fun one, in that it's a bit of a hearkening back to the old designs of early RPGs, with less complicated rules and more flexibility, while getting rid of the anachronistic approaches which don't fit into the hobby anymore. Pramas says later in the interview how he looked to the original D&D boxed sets as direct inspiration for how to tackle it, a sort of game in a box rather than stringing out consumers through a chain of supplements all necessary for the basic game. (Their version of hooking consumers is that each boxed set has a level cap, where you buy each set when your characters are ready to get upgraded. I think that's reasonable; if you like the game, you'll buy more. If you don't, it was pretty cheap, especially considering what most SINGLE pen and paper books go for).
The current edition of Dungeons and Dragons, the 4th, is considered by some to be fairly unrecognizable when compared to the older Dungeons and Dragons rules, although I'd argue there are some lines of similarity. What's remarkable is that during the concept phase, Wizards of the Coast designers talked about taking a cue from video games, like MMORPGs, for some of their mechanics. Players of World of Warcraft will recognize some of the mechanics of D&D 4E, as will players of tactical battle games (as it's moved pretty much inexorably to miniatures on a battle map now). As to whether or not this was the right choice is up to the individual, but computer games were an influence nonetheless.
Again, a circle.
I think pen and paper games are stronger when they do their own thing, so I'm hoping Green Ronin's Dragon Age delivers on those design promises and gets the attention it deserves. Heck, I hope the hobby itself gets more in the bargain too, but that's me :)

Chris Pramas talked with co-workers on the Green Ronin website about the project, including hints about the actual mechanics the game is using. As a bit of a RPG vet, at least relatively speaking, it sounded neat, so I thought I'd share for any fellow RPG geeks out there.
All tests of ability are resolved by rolling three six-sided dice, two of a neutral color and one of a different color (red, I imagine). You have a difficulty level that you have to meet or beat by totaling up the roll and adding the appropriate attribute rating (say it's a contest of strength. You roll 3d6 and add whatever your strength happens to be, and then compare that result to the difficulty the game master has set). The reason the dice are different colors is that the off-color die tells you how successful you were, if you met the difficulty level of the roll. 6 means you did really well, 1 means you just barely scraped by.
In addition, if you roll doubles in any combination of the three dice, the off-color die acts as a sort of customizable critical success. The off-color die counts as points you must immediately spend to add an effect to the thing you just did. In a twist, you are the one who chooses what the result will be, by purchasing it from a list using the die's point value. So you get to make something grand happen fitting the context of the situation (the different tables for each class further differentiate rogues and warriors, which some have said are rather similar in the computer version of the game). Mages also have access to their own tables, which allow for special effects when casting a spell.
Given that most games dictate what a critical successes does for you, I think that sounds pretty fun :)

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David Lynch in sadistic binary
(PC)
Mondo Medicals is a rather unforgiving and devious first-person puzzle game by Cactus Software of Sweden. The walls of the rooms you see are all in shimmering gray-scale, as if you were picking up a 1950's broadcast of an alternate history, where computers and video games were developed long before ...
Reviewed by ahoodedfigure on Aug. 13, 2008
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1 out of 1 found this review helpful. |
| Date Joined: | July 21, 2008 |
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BinaryDragon
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