Difference between revisions of "Talk:Silverwalkers Quest Notes 2013-07-27"

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Just because I thought we've had a couple of really good games in spite of difficulties, and because I spent too much time actually designing this stupid dungeon, I want to point out that my personal Theory of Dungeoncraft is very much influenced by Bethesda games like Fallout or Elder Scrolls, or even (I like to think) by the old school dungeoncrafters from 1st edition, where the dungeons themselves tell a story through rooms and clues and and encounters and even loot that slowly assemble and reveal to tell a story. I can't get away from my roots as historian, I guess.
 
Just because I thought we've had a couple of really good games in spite of difficulties, and because I spent too much time actually designing this stupid dungeon, I want to point out that my personal Theory of Dungeoncraft is very much influenced by Bethesda games like Fallout or Elder Scrolls, or even (I like to think) by the old school dungeoncrafters from 1st edition, where the dungeons themselves tell a story through rooms and clues and and encounters and even loot that slowly assemble and reveal to tell a story. I can't get away from my roots as historian, I guess.
 +
: And, in case any MeFighters are reading, that includes YOUR dungeons, too!
  
 
Anyway, you don't need to care about or look for the story to move forward, but be aware it's there. And there might be a prize involved from coming the closest to figuring it out.
 
Anyway, you don't need to care about or look for the story to move forward, but be aware it's there. And there might be a prize involved from coming the closest to figuring it out.

Revision as of 01:17, 28 July 2013

Just because I thought we've had a couple of really good games in spite of difficulties, and because I spent too much time actually designing this stupid dungeon, I want to point out that my personal Theory of Dungeoncraft is very much influenced by Bethesda games like Fallout or Elder Scrolls, or even (I like to think) by the old school dungeoncrafters from 1st edition, where the dungeons themselves tell a story through rooms and clues and and encounters and even loot that slowly assemble and reveal to tell a story. I can't get away from my roots as historian, I guess.

And, in case any MeFighters are reading, that includes YOUR dungeons, too!

Anyway, you don't need to care about or look for the story to move forward, but be aware it's there. And there might be a prize involved from coming the closest to figuring it out.