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Quote from: LoA
Would you have a problem if I started making a map for Cainsworth in a similar style to this?
Quote from: Steerpike[/spoiler]
Not at all! You should!
Some tips that worked for me when drawing the big map of the whole city:
- Get pens that work for you (this doens't mean expensive).
- Be patient and be OK with throwing out mistakes.
- Don't sketch, it'll take forever. Just get good at drawing in pen.
- Work on it in small amounts regularly.
- Assemble it as you go so you can manage space.
- Plan the city out in advance so you know what you need to draw.
Quote from: HoersRegarding the skills/resolution mechanic, it's not like the worlds found in Dark Souls couldn't use a wide array of skills, but the tone/message of the games has always been that you'll begin, progress, and end your quest through defeating enemies through combat (with choices with regards to NPC conversations, some item/environment uses, and sequence of completing areas influencing how you might end it). I think a system playing a Dark Souls world would almost necessitate being very combat-focused for this reason.That's fair, but that doesn't mean there shouldn't still be a simple out of combat task resolution system on top of that. D&D is also pretty combat-focused, but it always has rules for other tasks as well, because players will certainly try to apply their abilities out of combat. Even 4th edition, which was really focused around combat and didn't have a whole lot else, still had a basic skill system for out of combat stuff.
Quote from: HoersI don't think modding a game and jumping in would work - to get anywhere close I think you'd have to have everyone buy a copy of Dark Souls 3 (assuming they could run it) and make up a pile of houserules and strategies to make anything look remotely reasonable. You'd spend a lot of time just traveling through game areas to get to what you'd want to use to do this, countering the intended "fast" combat resolution.I meant modding it more extensively, so you'd have a custom map that was exactly where the fight was supposed to be, or whatever. It'd be quite a bit of work for the GM if it was even possible, so it isn't going to be practical for most games.
Quote from: HoersThis is another gimmick to provide lore to a gameplay mechanicI agree with this part of it. I do have to say, I think it might be that your great familiarity and enthusiasm for the Souls games mean that you may be immersed enough in the game's lore to perhaps miss just how video gamey this stuff looks to someone who isn't so acquainted with them. That's not to say these lore elements are all bad or the underlying mechanics are all inapplicable to tabletop gaming-- as you have noted, the idea of "summons" and "invasions" seems like it would work really well in a casual game where players can easily drop in and drop out.
Quote from: HoersThe other real looming problem is that if you're interested in the visceral, adrenaline-fueled combat of the game instead of just the tone, it'll be hard to do that regardless of how the system is built if there isn't some fancy graphical interface, so maybe that's the more important factor.This is also true, but on the other hand I feel like the right sort of system can capture some of the feeling of the combat (if not quite so adrenaline-fueled) if it has mechanics that lead to similar sorts of snap decisions that have to be made in the game.
Quote from: sparkletwistQuote from: HoersThe skills are likely absent because the Souls games don't have them either - all resolutions are either through combat (where some boss and non-boss fights are optional), or through decisions that can have immediate- or long-term consequences. Given that the protagonist in the games only ever has their dialogue implied by these decisions and nothing else, such a limited resolution mechanic might not be enough, but it does have the "advantage" of being able to allow you to freely roleplay without having to worry about any restrictions (other than combat and environmental obstacles).I get that, but it seems like the tabletop game is trying to emulate the video game too closely. Open-ended gameplay where you can use lots of different skills to accomplish tasks is pretty difficult to put into a video game in a satisfying way, but with a DM to adjudicate things instead of having to only rely on predetermined outcomes, it becomes possible, and this added depth and increased capabilities can make up for some of the excitement that the video game has that a tabletop version will probably lack.
I'm glad you put scare quotes around that supposed "advantage" because it isn't really an advantage at all. This is where I am not a fan of OSR at all, and I am much more in favor of Fate-style light and abstracted rules rather than just not having rules. I mean, I'll say it again, because it's sort of important-- the game does not have any sort of a generic task resolution system at all! You can extrapolate a really terrible one from the way you dodge traps, but nobody actually bothered to even do that.Quote from: HoersI wonder if this sort of system (possibly with changes) would work if there were a chat bot built to support all sorts of calculations for the players. This could be as simple as tracking stamina, and as complex as taking character "sheet" inputs and keeping a database of the derived stats, which is then queried whenever a combat action is taken. It seems like any system that is going to properly simulate the Souls feel is going to feature some way to make combat really fast - at least in comparison to more typical table-tops (I'd imagine a proper table-top Dark Souls game would feature combats lasting on the order of 2-5 minutes, as opposed to the 15+ that D&D battles can often occupy).I'm somewhat ambivalent about the merits of chat bot automation. I totally agree with you that fast combat is necessary, and slow dragging D&D-style combats would ruin the game. However, I also know that I tried to automate a lot of stuff related to the Asura system in sparkbot and all it really ever ended up doing was confusing people, and we barely ever used most of it. Perhaps I could have designed a clearer user interface, so I'm not totally turned off on the idea, but I'm also not sure how much it would help.
A more off the wall idea, I think, if we're talking computer enhancement, would be to simply jump into a game of Dark Souls set up to match the circumstances and play the combat in the game. Of course, this would at best require a lot of preparation on the part of the GM and to be honest might not even be possible at all, depending on the extent that Dark Souls can be modded. So that probably isn't going to happen.Quote from: HoersI had actually thought you'd like the respawn mechanic - I think it's a convenient middle-ground between our stances on character death.I don't like it because it seems like it's focused on forcing you to replay certain parts of the game, especially replaying combat. This is tolerable in a video game but I think it's terrible in a tabletop game.Quote from: HoersOne of the major components of the game series however is the online summoning co-op/invading PvP aspect, and while there's no reason you can't play without it (speed-runners do it all of the time, as do a lot of first-time players), I feel like it wouldn't have the same feel if the risk of the random invader encounters wasn't there (especially where there's usually an area or two in each game that is specifically designed to be protected by these invading players and/or NPCs).Do you think the invading aspect is something that is actually important to the game's story, or is it mostly added to allow for a multiplayer aspect, which the tabletop game will already have by necessity? That is, is it something essential to the feeling of the world?
Quote from: HoersThe skills are likely absent because the Souls games don't have them either - all resolutions are either through combat (where some boss and non-boss fights are optional), or through decisions that can have immediate- or long-term consequences. Given that the protagonist in the games only ever has their dialogue implied by these decisions and nothing else, such a limited resolution mechanic might not be enough, but it does have the "advantage" of being able to allow you to freely roleplay without having to worry about any restrictions (other than combat and environmental obstacles).I get that, but it seems like the tabletop game is trying to emulate the video game too closely. Open-ended gameplay where you can use lots of different skills to accomplish tasks is pretty difficult to put into a video game in a satisfying way, but with a DM to adjudicate things instead of having to only rely on predetermined outcomes, it becomes possible, and this added depth and increased capabilities can make up for some of the excitement that the video game has that a tabletop version will probably lack.
Quote from: HoersI wonder if this sort of system (possibly with changes) would work if there were a chat bot built to support all sorts of calculations for the players. This could be as simple as tracking stamina, and as complex as taking character "sheet" inputs and keeping a database of the derived stats, which is then queried whenever a combat action is taken. It seems like any system that is going to properly simulate the Souls feel is going to feature some way to make combat really fast - at least in comparison to more typical table-tops (I'd imagine a proper table-top Dark Souls game would feature combats lasting on the order of 2-5 minutes, as opposed to the 15+ that D&D battles can often occupy).I'm somewhat ambivalent about the merits of chat bot automation. I totally agree with you that fast combat is necessary, and slow dragging D&D-style combats would ruin the game. However, I also know that I tried to automate a lot of stuff related to the Asura system in sparkbot and all it really ever ended up doing was confusing people, and we barely ever used most of it. Perhaps I could have designed a clearer user interface, so I'm not totally turned off on the idea, but I'm also not sure how much it would help.
Quote from: HoersI had actually thought you'd like the respawn mechanic - I think it's a convenient middle-ground between our stances on character death.I don't like it because it seems like it's focused on forcing you to replay certain parts of the game, especially replaying combat. This is tolerable in a video game but I think it's terrible in a tabletop game.
Quote from: HoersOne of the major components of the game series however is the online summoning co-op/invading PvP aspect, and while there's no reason you can't play without it (speed-runners do it all of the time, as do a lot of first-time players), I feel like it wouldn't have the same feel if the risk of the random invader encounters wasn't there (especially where there's usually an area or two in each game that is specifically designed to be protected by these invading players and/or NPCs).Do you think the invading aspect is something that is actually important to the game's story, or is it mostly added to allow for a multiplayer aspect, which the tabletop game will already have by necessity? That is, is it something essential to the feeling of the world?
Quote from: sparkletwist
As I mentioned already, this system seems like a rather OSR-feeling system with a lot of weird stuff bolted on that I don't know enough about Dark Souls to know if it helps duplicate the feel of the game or is just weird. You are more experienced with these games than me, so if you feel like it captures the Dark Souls experience in tabletop form, I'll take your word for that. As a tabletop system itself, though, I'm not hugely into this.
Like OD&D, you randomly generate your stats by just rolling in order and you get what you get. And also like OD&D this isn't as big of a problem as it might seem because they don't actually do a whole lot. Your stat modifiers are based on dividing your stat by ten so everyone is going to get pushed into the same range, and the only real advantage you'll have is if you happen to get a +2 instead of a +1 in some stats... which doesn't matter that much, except with Endurance, where that means you get an extra Stamina and that basically means you get an extra action in combat so that's actually a pretty big deal.
As far as I can tell, the game has another similarity to OD&D in that it just kind of lacks a general task resolution system. There aren't skills as such; all I could find was some wonky roll-under mechanic using your Dexterity mod to dodge traps that you'll almost always fail.
Combat seems to be the big way that you use the crunch of this system, which I think is fitting for the feel of Dark Souls. A tabletop game is always going to be slower to resolve stuff than a video game, though, so I wonder if the added narrative flexibility really makes up for that in a satisfying way. The abstracting of range into "rings" is pretty cool and I like that, but otherwise the way the combat system works based on spending dice from a dice pool doesn't really feel like anything you'd be doing in Dark Souls and requires enough strategy on the level of this weird dice meta-game you're playing that it might be anti-immersive.
Then again when you're playing Dark Souls you're probably always going to have the sense you're playing a video game so maybe "immersion" isn't as important if that's the real feel you're trying to create. I mean, there's a whole respawning mechanic, which feels more like Paranoia and is kind of silly in a tabletop game. That whole "Host" mechanic is based on an explicit contrivance of the video game so adding it as an actual tabletop game mechanic is really goofy-- good thing it's an optional rule, I guess.
Personally, I'd be open to playing a "Dark Souls inspired game" in the sense of a dark fantasy game with difficult combat, but maybe not with these rules.
Quote from: Kalos Merkaloooooooooooos
Well blow me down, I can't believe this place still exists! I was just searching for some old Tasothilos-related material on a google search and up popped a link to the CBG. I'm absolutely delighted.
I was I believe member #3 or #4 back in 2006 but vanished in late 2007. Undergrad was a rough time for me, and I started and abandoned far for projects than I care to remember. (And ugh looking back at some of my posts from that era... I was more than a bit of a know-it-all prat.)
In the past 10 years, I've more or less given up gaming - I was for much of my 20s a serial starter of games that fizzled after two sessions, and finally figured out it was because although system design was interesting to me, and setting design likewise, "playing" was as much a chore as a pleasure. But I still casually pick away at Tasothilos, the setting which you can find way-way-way back on the board here, and I've lately been toying with the idea of a novel.
In the personal sphere, I'm getting married in a month, and four years deep in a doctoral program in late antique Christianity (prospectus is being written.) Not exactly where I saw myself being when last I posted here in (eek!) 2007, but it's been good.
Quotemade pregnant by an inconceivably ancient spectre.Anyone have any idea how that happened? :o
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