Does Sawyer watch anime? Anybody care to ask him this? What is his favorite anime?
Does Sawyer watch anime? Anybody care to ask him this? What is his favorite anime?
Does Sawyer watch anime? Anybody care to ask him this? What is his favorite anime?
I've never seen him discuss it, so likely not.
So Sawyer kept a few thing hidden from his brideDoes Sawyer watch anime? Anybody care to ask him this? What is his favorite anime?
I think he answered the question in the New Vegas LP stream or something. The answer was no, though he watched some major ones like, IIRC, Ghibli and Ghost in the Shell.
Josh likes tabletop games that are historical accurate. And he doesn't understand why computer games might require different rules.
Josh likes tabletop games that are historical accurate. And he doesn't understand why computer games might require different rules.
One of the core Josh-isms is that cRPGs and tabletop games require completely different rules. The PnP Pillars game he's designing will be totally different mechanically.
I think you've misinterpreted a lot of thing here.
Sawyer said:Generally speaking, I think most tabletop RPG systems are crummy. It's very telling that the latest edition of D&D in many ways resembles an MMO rule set more than a traditional tabletop RPG rule set. By their very nature, games on a computer can be systemically tested much more quickly than they could be by hand (or on tabletop). This process tends to separate the wheat from the chaff at a rapid pace.
When I play in a tabletop game, it's usually because I like the setting/GM/players. When I GM, I adapt or modify the existing rule set or create my own.
DOESN'T HAVING SEPARATE SYSTEMS FOR COMBAT AND NON-COMBAT SKILLS KIND OF DETRACT FROM THE SPECIALIZATION AND THEREFORE UNIQUENESS OF CHARACTERS BY ALLOWING FOR BROADER COMPETENCY?
Yes. I consider that an acceptable trade-off to prevent dead-ending certain players/parties in circumstances where their particular brand of non-combat specialist isn't accounted for. You're also configuring a party of characters, not a single character, so the number of combinations is much larger even with combat and non-combat skills being segregated.
We're not making a single-character MMO. We're making a party-based RPG. We're making it to appeal to the general tastes of audiences that have played D&D-based tactical party RPGs in the past. Yes, when you play a single character, having that single character be locked down is annoying because your only character is prevented from moving. You have a whole party to use.
We're also making this game for an audience that we believe wants increased challenge and will not react negatively to mechanics that require increased attention and player input. There are clearly limits to this, but we are willing to try this mechanic because we believe it is more appropriate for our audience.
The "Sawyer designs his CRPGs like PnP" thing is a Sensuki theory(tm). It's based on the idea that stuff like AoOs and lots of active abilities doesn't make sense in a CRPG, but does make sense in tabletop.
The "Sawyer designs his CRPGs like PnP" thing is a Sensuki theory(tm). It's based on the idea that stuff like AoOs and lots of active abilities doesn't make sense in a CRPG, but does make sense in tabletop.
Pretty sure Josh has repeatedly spoken against parroting PnP mechanics into video games. AoO and engagement system wasn't put into PoE to mimic some PnP mechanics, it was there as a counter to Benny Hill levels of kiting that plagued IE games.
Infinitron said:lots of active abilities doesn't make sense in a CRPG
No Ingmar Bergman?