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RPG Report & Planescape: Torment

 
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Planescape: Torment - Well after all the talk I decided to install it again and it's still a great game ... it makes a real change to play a character who isn't an hero and I different game setting to the normal fantasy stuff - even the graphics are just about..

Planescape Torment XP crash prob. - Just installed Torment (4 Cd the 1.1 patch AND the famouse user-fix patch... I have a dual boot system and it all works fine from Win 98.....so must be installed ok.. BUT I really need to play it in Win XP ...here it will run..

Baldur's Gate II vs. Planescape: Torment - Which tour de force from the RPG reigns supreme? Do you prefer Torment's enigmatic unique Or does Shadows of Amn just do too many things to

Planescape torment mouse scroll problem - I installed Torment to my Win XP Pro machine now, but it has a problem with mouse scroll. Scrolling works fine for maybe one mouse stroke outside the screen, but after that the scrolling freezes and I can't use mouse scroll anymore. The game still runs..

Planescape 2 - 2 - Return of the Nameless One I just has to happen. I can't believe in a logical universe where this won't get released one day. Until then I'll just sit over here and brood a lot :-) -- Edward Cowling go - I just dyed her..
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Author Message
Inlaw Biker

External


Since: Feb 06, 2008
Posts: 13



(Msg. 1) Posted: Fri Mar 14, 2008 11:09 pm
Post subject: RPG Report & Planescape: Torment
Archived from groups: comp>sys>ibm>pc>games>rpg (more info?)

I wanted to report back on my RPG quest. Last month I'd asked for a
backlog of RPGs I "must try." My collection of classic RPGs has now
grown into something of a hall of fame or computer games, beginning
around 1999. I decided, based on its reputation, to begin with
Planescape: Torment. Now I rather wish I had not...

I'll begin by saying that while playing RPGs back in that era, I saw
the ads for Planescape, and it didn't appeal to me. Something about
the title and cover art made it seem inaccessible. Nothing about the
ads gave any indication to what the game was about either. Now, when
I got into the game I was astonished at the depth of the story and
history of the location. Having never been an AD&D'er, except way
back in my early youth (when we didn't fully understand the game
anyway), I was a bit left out. The backstory and history of the
Planes is obviously a fully-formed universe somewhere out there in D&D
land, and I knew nothing about it.

So anyway, I got sucked into Planescape: Torment and, after getting
through the initial few scenes, I found myself fully hooked. Now I've
finished it and I'm probably spoiled for other RPG's. This game is
unspeakably good.

This is one of those rare, transcendent (pun intended) games that
breaks new ground. It might best describe it as an "Adventure - RPG -
Interactive Novel." What's amazing is that it succeeds at all three.
The creators of this game tell a great story and they use RPG elements
to involve you directly. It's almost as though you become the main
character. Really, the writing is that good. On top of that, the art
and music are completely first rate. I still recall Deionarra's theme
music at the end. They really accomplished a minor miracle in
640x480.

I realize I'm about a decade late and preaching to the choir. But
I'll go on. PS:T is simply a work of art and I cannot say enough good
things about it.

There are some drawbacks. I had a real hard time with the game
engine. Towards the end it was constantly crashing. I suppose this
is to be expected, now that DirectX and the OS are several generations
older.

My main and only real complaint is about the interface. Because the
game depends so much on dialog triggers it's very easy to miss
something. At several points I couldn't progress in the story because
I missed a single dialog point somewhere. Then I had to search
spoilers, find out who or what I missed, then go back and use a
different dialog branch. This is not a game you can skim through the
text either. You really have to pay attention. At times I'd find
myself awake at 1am still playing the game, trying to find the answer
to the next riddle. Then I'd be too tired and I'd miss something, so
this strategy didn't always work.

I found it necessary to keep notes while I played so I could remember
who said what. My final count of notes is 25 pages. Towards the end
I stopped taking notes, there were just too many characters to keep
track of. The game asks a lot of you, so I can understand why some
people were put off by it. Anybody expecting light entertainment
would have a hard time with the game. But if you're willing to make
the investment it offers a unique experience that should not be
missed. This is not a game for the impatient.

I also got all the way to the end without the bronze egg. Walking all
the way back to Pharod's to pick it up just never occurred to me.
When I realized my mistake I restored a save point and went to get it
and re-played the end. I would think a better hint to go pick it up
would've helped, or did I miss that?

I found myself carrying all kinds of junk just in case it opened a
portal. Inventory management became a problem. Later I found
somebody had written a stack-items mod, but I didn't want to begin the
game again.

I also never used the Modron Cube. Was there a major dialog or quest
hint that was supposed to lead me there? I feel like I missed a major
part of the game here. I'm not even sure how I got the cube to be
honest. Right when the Modrons reveal that the cube is a portal,
you're at a pivotal part of the game - the Brothel. I found the
Brothel confusing and ignored the Modrons, they just didn't seem
important at the time.

Some other thoughts... these scenes impressed me. Going back to visit
Mebbeth after Ravel is dead. Stale Mary, the champion of zombies.
The trap/shrine my previous self had built. The alley that re-
arranges itself. Coaxmetal - maybe the most impressive being in the
game. Of course, the finale. What I found incredibly immersive was
finding that my own character was so involved in so many of the
stories.

At any rate I now fully count Planescape: Torment as one of the top 10
games I've ever played. And I've played a lot of them. I thank you
folks for suggesting it.

The question now is, what's next? Morrowmind, Elder Scrolls III is
probably next, but right now I'm playing the Neverhood again. I am
first and foremost an Adventure junkie, so maybe that's why Torment
appealed to me.

Greg.

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rpgs rock dvds

External


Since: Jan 08, 2008
Posts: 55



(Msg. 2) Posted: Sat Mar 15, 2008 12:29 am
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 15 Mar, 06:09, Inlaw Biker <gmonsqua....DeleteThis@yahoo.com> wrote:

(snip)

> The question now is, what's next?  Morrowmind, Elder Scrolls III is
> probably next, but right now I'm playing the Neverhood again.  I am
> first and foremost an Adventure junkie, so maybe that's why Torment
> appealed to me.

Re: PS:T, I must get that game installed ASAP!

Re: Morrowind, I recommend going to somewhere like planetelderscrolls,
and DL'ing lots of "hall of fame" mods, such as hi-hes textures,
better bodies & clothes, and loads of other very cool goodies.

-Robert.

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Wolfing

External


Since: Apr 18, 2007
Posts: 150



(Msg. 3) Posted: Sat Mar 15, 2008 5:19 am
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

You can try Betrayal at Krondor (I think I remember I liked that one a
lot), and Return to Krondor (think I remember I also liked this one
too but not as much).
You also have the Hero's Quest (I mean, Quest for Glory) games from
old Sierra, those were adventure/RPGs mixing puzzle solving and
character improvement.

Inlaw Biker wrote:
> I wanted to report back on my RPG quest. Last month I'd asked for a
> backlog of RPGs I "must try." My collection of classic RPGs has now
> grown into something of a hall of fame or computer games, beginning
> around 1999. I decided, based on its reputation, to begin with
> Planescape: Torment. Now I rather wish I had not...
>
> I'll begin by saying that while playing RPGs back in that era, I saw
> the ads for Planescape, and it didn't appeal to me. Something about
> the title and cover art made it seem inaccessible. Nothing about the
> ads gave any indication to what the game was about either. Now, when
> I got into the game I was astonished at the depth of the story and
> history of the location. Having never been an AD&D'er, except way
> back in my early youth (when we didn't fully understand the game
> anyway), I was a bit left out. The backstory and history of the
> Planes is obviously a fully-formed universe somewhere out there in D&D
> land, and I knew nothing about it.
>
> So anyway, I got sucked into Planescape: Torment and, after getting
> through the initial few scenes, I found myself fully hooked. Now I've
> finished it and I'm probably spoiled for other RPG's. This game is
> unspeakably good.
>
> This is one of those rare, transcendent (pun intended) games that
> breaks new ground. It might best describe it as an "Adventure - RPG -
> Interactive Novel." What's amazing is that it succeeds at all three.
> The creators of this game tell a great story and they use RPG elements
> to involve you directly. It's almost as though you become the main
> character. Really, the writing is that good. On top of that, the art
> and music are completely first rate. I still recall Deionarra's theme
> music at the end. They really accomplished a minor miracle in
> 640x480.
>
> I realize I'm about a decade late and preaching to the choir. But
> I'll go on. PS:T is simply a work of art and I cannot say enough good
> things about it.
>
> There are some drawbacks. I had a real hard time with the game
> engine. Towards the end it was constantly crashing. I suppose this
> is to be expected, now that DirectX and the OS are several generations
> older.
>
> My main and only real complaint is about the interface. Because the
> game depends so much on dialog triggers it's very easy to miss
> something. At several points I couldn't progress in the story because
> I missed a single dialog point somewhere. Then I had to search
> spoilers, find out who or what I missed, then go back and use a
> different dialog branch. This is not a game you can skim through the
> text either. You really have to pay attention. At times I'd find
> myself awake at 1am still playing the game, trying to find the answer
> to the next riddle. Then I'd be too tired and I'd miss something, so
> this strategy didn't always work.
>
> I found it necessary to keep notes while I played so I could remember
> who said what. My final count of notes is 25 pages. Towards the end
> I stopped taking notes, there were just too many characters to keep
> track of. The game asks a lot of you, so I can understand why some
> people were put off by it. Anybody expecting light entertainment
> would have a hard time with the game. But if you're willing to make
> the investment it offers a unique experience that should not be
> missed. This is not a game for the impatient.
>
> I also got all the way to the end without the bronze egg. Walking all
> the way back to Pharod's to pick it up just never occurred to me.
> When I realized my mistake I restored a save point and went to get it
> and re-played the end. I would think a better hint to go pick it up
> would've helped, or did I miss that?
>
> I found myself carrying all kinds of junk just in case it opened a
> portal. Inventory management became a problem. Later I found
> somebody had written a stack-items mod, but I didn't want to begin the
> game again.
>
> I also never used the Modron Cube. Was there a major dialog or quest
> hint that was supposed to lead me there? I feel like I missed a major
> part of the game here. I'm not even sure how I got the cube to be
> honest. Right when the Modrons reveal that the cube is a portal,
> you're at a pivotal part of the game - the Brothel. I found the
> Brothel confusing and ignored the Modrons, they just didn't seem
> important at the time.
>
> Some other thoughts... these scenes impressed me. Going back to visit
> Mebbeth after Ravel is dead. Stale Mary, the champion of zombies.
> The trap/shrine my previous self had built. The alley that re-
> arranges itself. Coaxmetal - maybe the most impressive being in the
> game. Of course, the finale. What I found incredibly immersive was
> finding that my own character was so involved in so many of the
> stories.
>
> At any rate I now fully count Planescape: Torment as one of the top 10
> games I've ever played. And I've played a lot of them. I thank you
> folks for suggesting it.
>
> The question now is, what's next? Morrowmind, Elder Scrolls III is
> probably next, but right now I'm playing the Neverhood again. I am
> first and foremost an Adventure junkie, so maybe that's why Torment
> appealed to me.
>
> Greg.
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boolWorm

External


Since: Mar 15, 2008
Posts: 24



(Msg. 4) Posted: Sat Mar 15, 2008 8:33 am
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Inlaw Biker" <gmonsquared.DeleteThis@yahoo.com> wrote in message
news:71a9b340-71a3-47ae-95ed-f30e51a48b26@s19g2000prg.googlegroups.com...

> This is one of those rare, transcendent (pun intended) games that
> breaks new ground. It might best describe it as an "Adventure - RPG -
> Interactive Novel." What's amazing is that it succeeds at all three.

How does PS:T succeed as an rpg? The combat and character advancement was
completely vapid.

PS:T was a great adventure game and "Interactive Novel", as you say. But
its RPG elements were tacked on. If one had to categorize PS:T, it fits
much better into the Adventure Game category than RPG.
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Inlaw Biker

External


Since: Feb 06, 2008
Posts: 13



(Msg. 5) Posted: Sat Mar 15, 2008 9:03 am
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Mar 15, 2:07 am, mcv <mcv....RemoveThis@xs4all.nl> wrote:
> > I also got all the way to the end without the bronze egg. Walking all
> > the way back to Pharod's to pick it up just never occurred to me.
> > When I realized my mistake I restored a save point and went to get it
> > and re-played the end. I would think a better hint to go pick it up
> > would've helped, or did I miss that?
>
> I don't even remember the bronze egg. What did you need that for?
> Could be I've gone back for it too, but I really don't know anymore.

It's a key item to unlock the "good" ending. The egg is important in
a side quest but once that quest is over you never learn the
importance of the egg. Not until the very end. If you recall, at the
end you need to "merge" with your other selves. The egg helps you do
this. It may be possible to open the "good" ending without the egg,
but I sort of doubt it. At one point the Practical you asks if you
have the egg and explains what it is. It was at this point I knew I
had to go back and find it.

> I don't think I ever did that. Another scene I missed?

I did this on a whim, just because I had to go get the Egg and
Mebbeth's hut is right there. I thought it was another impressive
detail they added to the game, because really there's no reason to
visit Mebbeth at that point.

There were also a few other quests I didn't finish, and I never killed
the "fiend" from the cursed box, who appears for no explainable reason
in Curst Gone.

Greg.
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Inlaw Biker

External


Since: Feb 06, 2008
Posts: 13



(Msg. 6) Posted: Sat Mar 15, 2008 9:05 am
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Mar 15, 8:33 am, "boolWorm" <zip> wrote:
> "Inlaw Biker" <gmonsqua....TakeThisOut@yahoo.com> wrote in message
>
> news:71a9b340-71a3-47ae-95ed-f30e51a48b26@s19g2000prg.googlegroups.com...
>
> > This is one of those rare, transcendent (pun intended) games that
> > breaks new ground. It might best describe it as an "Adventure - RPG -
> > Interactive Novel." What's amazing is that it succeeds at all three.
>
> How does PS:T succeed as an rpg? The combat and character advancement was
> completely vapid.
>
> PS:T was a great adventure game and "Interactive Novel", as you say. But
> its RPG elements were tacked on. If one had to categorize PS:T, it fits
> much better into the Adventure Game category than RPG.

I think you're probably right, but the only category I really care
about is "good." This games is in the "good" category so whatever
other labels it has don't matter much to me.

Greg.
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Inlaw Biker

External


Since: Feb 06, 2008
Posts: 13



(Msg. 7) Posted: Sat Mar 15, 2008 9:07 am
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Mar 15, 4:24 am, "Morgan" <Nos... DeleteThis @nospam.com> wrote:
> "Inlaw Biker" <gmonsqua... DeleteThis @yahoo.com> wrote in message
>
> news:71a9b340-71a3-47ae-95ed-f30e51a48b26@s19g2000prg.googlegroups.com
>
> > I wanted to report back on my RPG quest. Last month I'd
> > asked for a backlog of RPGs I "must try." My collection
> > of classic RPGs has now grown into something of a hall of
> > fame or computer games, beginning around 1999. I
> > decided, based on its reputation, to begin with
> > Planescape: Torment. Now I rather wish I had not...
>
> So, do you have your own answer to the question?

Sure, don't you? Like most good literature, the final meaning of the
game is open to interpretation. If they have to spell it it doesn't
have the same impact.

Greg.
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Morgan

External


Since: Jun 15, 2007
Posts: 142



(Msg. 8) Posted: Sat Mar 15, 2008 11:24 am
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Inlaw Biker" <gmonsquared.DeleteThis@yahoo.com> wrote in message
news:71a9b340-71a3-47ae-95ed-f30e51a48b26@s19g2000prg.googlegroups.com
> I wanted to report back on my RPG quest. Last month I'd
> asked for a backlog of RPGs I "must try." My collection
> of classic RPGs has now grown into something of a hall of
> fame or computer games, beginning around 1999. I
> decided, based on its reputation, to begin with
> Planescape: Torment. Now I rather wish I had not...

So, do you have your own answer to the question?
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David T. Bilek

External


Since: Feb 17, 2008
Posts: 8



(Msg. 9) Posted: Sat Mar 15, 2008 3:00 pm
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Sat, 15 Mar 2008 09:03:28 -0700 (PDT), Inlaw Biker
<gmonsquared DeleteThis @yahoo.com> wrote:
>On Mar 15, 2:07 am, mcv <mcv... DeleteThis @xs4all.nl> wrote:
>> > I also got all the way to the end without the bronze egg. Walking all
>> > the way back to Pharod's to pick it up just never occurred to me.
>> > When I realized my mistake I restored a save point and went to get it
>> > and re-played the end. I would think a better hint to go pick it up
>> > would've helped, or did I miss that?
>>
>> I don't even remember the bronze egg. What did you need that for?
>> Could be I've gone back for it too, but I really don't know anymore.
>
>It's a key item to unlock the "good" ending. The egg is important in
>a side quest but once that quest is over you never learn the
>importance of the egg. Not until the very end. If you recall, at the
>end you need to "merge" with your other selves. The egg helps you do
>this. It may be possible to open the "good" ending without the egg,
>but I sort of doubt it. At one point the Practical you asks if you
>have the egg and explains what it is. It was at this point I knew I
>had to go back and find it.
>

If I had to point at one thing that proved PST was easily the best
CRPG ever, it would be that all of the endings are essentially the
same (you are cursed to fight the Blood War indefinitely) and that
this actually >works<.

I can't think of another game that could get away with having,
basically, only one ending and not pissing me off.

-David
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Gerry Quinn

External


Since: Nov 06, 2006
Posts: 820



(Msg. 10) Posted: Sat Mar 15, 2008 4:12 pm
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

In article <V7idnRpbCPN8dkbanZ2dnUVZ_qelnZ2d DeleteThis @comcast.com>, "boolWorm"
<zip> says...
>
> "Inlaw Biker" <gmonsquared DeleteThis @yahoo.com> wrote in message
> news:71a9b340-71a3-47ae-95ed-f30e51a48b26@s19g2000prg.googlegroups.com...
>
> > This is one of those rare, transcendent (pun intended) games that
> > breaks new ground. It might best describe it as an "Adventure - RPG -
> > Interactive Novel." What's amazing is that it succeeds at all three.
>
> How does PS:T succeed as an rpg? The combat and character advancement was
> completely vapid.

Are you trolling?

It's generally accepted that a focus on stats and levels is something of
a blight on role-playing, or more exactly a strategic/tactical appendage
that often tends to overshadow the role-playing body.

It comes about because RPG stands for "role-playing game" and the
combat, stats and levels are mostly concerned with making the 'game'
part.

In response to your quety, it uses the Infinity Engine, which I consider
awful, but some people like. Combat is therefore as bad as you might
expect, but PS:T is saved by the fact that it is much less about combat
than most CRPGs.

> PS:T was a great adventure game and "Interactive Novel", as you say. But
> its RPG elements were tacked on. If one had to categorize PS:T, it fits
> much better into the Adventure Game category than RPG.

I disagree. Once upon a time the computer Adventure and RPG genres were
one, and possibly it fits somewhere near that source. But the modern
adventure tends to be linear (except for fancy 'high art' ones - they
are circular) and puzzle-based. Similar to action adventures, but with
puzzles instead of action.

In PS:T the character makes choices that affect his present and future
(and reveal his past). That's where the role-playing comes in.

- Gerry Quinn
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boolWorm

External


Since: Mar 15, 2008
Posts: 24



(Msg. 11) Posted: Sat Mar 15, 2008 4:12 pm
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Gerry Quinn" <gerryq.RemoveThis@indigo.ie> wrote in message
news:MPG.224605b98329fd9f98976c@news.indigo.ie...
> In article <V7idnRpbCPN8dkbanZ2dnUVZ_qelnZ2d.RemoveThis@comcast.com>, "boolWorm"
> <zip> says...
>>
>> "Inlaw Biker" <gmonsquared.RemoveThis@yahoo.com> wrote in message
>> news:71a9b340-71a3-47ae-95ed-f30e51a48b26@s19g2000prg.googlegroups.com...
>>
>> > This is one of those rare, transcendent (pun intended) games that
>> > breaks new ground. It might best describe it as an "Adventure - RPG -
>> > Interactive Novel." What's amazing is that it succeeds at all three.
>>
>> How does PS:T succeed as an rpg? The combat and character advancement
>> was
>> completely vapid.
>
> Are you trolling?
>
> It's generally accepted that a focus on stats and levels is something of
> a blight on role-playing, or more exactly a strategic/tactical appendage
> that often tends to overshadow the role-playing body.

No, it's not generally accepted that stats and combat (to rephrase) are a
blight on roleplaying games. Wihtout them what you're left with is an
adventure game. Think about it. A character's choices affecting the game
world and any other non-stat element of RPGs can be in adventure games
easily. Adventure games can be purely "role playing games", if you want to
parse "role playing game" as its literal definition instead of the
connotations of stats-based game rules that it has acquired. Do you think
rulebooks for PnP RPGs have page after page of rules about what one can do
to "role play within a story" or are they devoted to stats and their effects
within the rule system? Why is one PnP RPG system better than another?
Does one allow better stories and character interaction than another? Of
course not. But the rule system matters. And I'd love to see one that
wasn't based on stats in one form or another.
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Inlaw Biker

External


Since: Feb 06, 2008
Posts: 13



(Msg. 12) Posted: Sat Mar 15, 2008 4:29 pm
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Mar 15, 3:01 pm, David T. Bilek <davidbi....DeleteThis@att.net> wrote:
> On Sat, 15 Mar 2008 19:18:55 GMT, "Morgan" <Nos....DeleteThis@nospam.com> wrote:
> >"Inlaw Biker" <gmonsqua....DeleteThis@yahoo.com> wrote in message
> >news:d3a07fec-466f-49b8-af18-b0dc5749f2b4@e23g2000prf.googlegroups.com
> >> On Mar 15, 4:24 am, "Morgan" <Nos....DeleteThis@nospam.com> wrote:
> >> > "Inlaw Biker" <gmonsqua....DeleteThis@yahoo.com> wrote in message
>
> >> >news:71a9b340-71a3-47ae-95ed-f30e51a48b26@s19g2000prg.googlegroups.com
>
> >> > > I wanted to report back on my RPG quest. Last month
> >> > > I'd asked for a backlog of RPGs I "must try." My
> >> > > collection of classic RPGs has now grown into
> >> > > something of a hall of fame or computer games,
> >> > > beginning around 1999. I decided, based on its
> >> > > reputation, to begin with Planescape: Torment. Now I
> >> > > rather wish I had not...
>
> >> > So, do you have your own answer to the question?
>
> >> Sure, don't you? Like most good literature, the final
> >> meaning of the game is open to interpretation. If they
> >> have to spell it it doesn't have the same impact.
>
> >I'm still not sure of my answer, the Nameless one's answer was regret as I
> >recall though.
>
> Was it? That was my answer; I assumed the game remembered the one I
> picked for later. Kinda freaky if not, I must be messed up in the
> head.
>
> -David

Nope, as I recall - and it was only a few days ago but I could still
be wrong - it doesn't matter what you pick so long as you don't refuse
to pick. All of the answers are valid.

Greg.
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mcv

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Since: Aug 03, 2005
Posts: 486



(Msg. 13) Posted: Sat Mar 15, 2008 4:56 pm
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.]
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boolWorm <zip> wrote:
>
> "Inlaw Biker" <gmonsquared.DeleteThis@yahoo.com> wrote in message
> news:71a9b340-71a3-47ae-95ed-f30e51a48b26@s19g2000prg.googlegroups.com...
>
>> This is one of those rare, transcendent (pun intended) games that
>> breaks new ground. It might best describe it as an "Adventure - RPG -
>> Interactive Novel." What's amazing is that it succeeds at all three.
>
> How does PS:T succeed as an rpg? The combat and character advancement was
> completely vapid.

What does that have to do with its success as an RPG? Combat often plays
some sort of role in RPGs, but it's not what they're about. Same thing
with character advancement, although I think that in a way, Torment has
far more sophisticated character advancement than any other CRPG: it's
not about the stats (you get that outside the RPG genre just as much),
but about growing as a person, and that's something where Torment far
outshines any other CRPG.

But more importantly, it's a game where actual roleplaying feels much
more rewarding than simply minmaxing and powergaming, and that's rare
even within the CRPG genre.


mcv.
--
Science is not the be-all and end-all of human existence. It's a tool.
A very powerful tool, but not the only tool. And if only that which
could be verified scientifically was considered real, then nearly all
of human experience would be not-real. -- Zachriel
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boolWorm

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Since: Mar 15, 2008
Posts: 24



(Msg. 14) Posted: Sat Mar 15, 2008 5:33 pm
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.]
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"boolWorm" <zip> wrote in message
news:ytqdnauSZbreZ0banZ2dnUVZ_ommnZ2d@comcast.com...

> No, it's not generally accepted that stats and combat (to rephrase) are a
> blight on roleplaying games. Wihtout them what you're left with is an
> adventure game. Think about it. A character's choices affecting the game
> world and any other non-stat element of RPGs can be in adventure games
> easily. Adventure games can be purely "role playing games", if you want
> to parse "role playing game" as its literal definition instead of the
> connotations of stats-based game rules that it has acquired. Do you think
> rulebooks for PnP RPGs have page after page of rules about what one can do
> to "role play within a story" or are they devoted to stats and their
> effects within the rule system? Why is one PnP RPG system better than
> another? Does one allow better stories and character interaction than
> another? Of course not. But the rule system matters. And I'd love to
> see one that wasn't based on stats in one form or another.

This is the stupidest attempt at trolling I have ever read. Go the f***
away, troll.
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Leo

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Since: May 31, 2007
Posts: 37



(Msg. 15) Posted: Sat Mar 15, 2008 5:50 pm
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.]
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On Sat, 15 Mar 2008 09:34:15 -0700, "boolWorm" <zip> blabbed:

>No, it's not generally accepted that stats and combat (to rephrase) are a
>blight on roleplaying games. Wihtout them what you're left with is an
>adventure game. Think about it. A character's choices affecting the game
>world and any other non-stat element of RPGs can be in adventure games
>easily. Adventure games can be purely "role playing games", if you want to
>parse "role playing game" as its literal definition instead of the
>connotations of stats-based game rules that it has acquired. Do you think
>rulebooks for PnP RPGs have page after page of rules about what one can do
>to "role play within a story" or are they devoted to stats and their effects
>within the rule system? Why is one PnP RPG system better than another?
>Does one allow better stories and character interaction than another? Of
>course not. But the rule system matters. And I'd love to see one that
>wasn't based on stats in one form or another.
>

I agree w/Gerry on this one. Not so much that stats and such
are a blight on rpg's, they go well w/rpg's, often. But I don't think
they are a necessary part of an rpg. A game can be an rpg still,
w/out them. I consider the old choose-your-own-adventure books I read
as a kid to be rpg's even, the ones for younger kids had no stats or
dice rolling or anything other than making choices that changed how
the story progressed. The more complicated ones did have dice, stats,
etc.., and so were far more tactical, and were also great, but felt no
more like role playing than the ones w/out. It was the control over
the story of the character that made it feel like role playing, not
the winning of tactical battles. In fact, if I spend 100% of my
decision making time in a game making decisions that effect story,
then that game feels much more like i'm playing a role, than if I
spend 90% of my decision making timme in the game on tactical battles
and only 10% on story altering decisions. Tactical battles themselves
don't usually even alter the story after they are won other than - if
you win, the story goes on, if you die, game over. This makes them
more like an elaborate puzzle in an adventure game than any kind of
role playing element, you must solve this puzzle to continue. (I
remember in freespace 2 you could lose missions and continue on, but
having won or lost would change what missions were available to you
later, so that would be an example of battles actually affecting story
rather than just being a mandatory obstacle).

Tactical battles and rpg elements could go well together, and
I like them together, but too often the tactical battles are
emphasized, while the narrative of the story is purely linear
w/perhaps 1 alternate ending that you get depending on one choice you
make at the end of the game (which hardly makes it feel any less
linear). There are some exceptions of course, but I'm talking in
general.

Also, being able to have different dialog options depending on
your stats makes no difference if the different dialog options have no
effect on the game/narrative, which is too often the case w/games that
do such. I can say the rude thing, I can say the nice thing, but
either way I end up being given the same quest w/the same result, the
quest giver just speaks more rudely to me is all if I picked the rude
dialog option. That doesn't make it feel more like a role playing
game.

If you play a role, in a game, it is a role playing game.
What matters, in my mind, is the level of interactivity there is
between you and the role being played.

Another type is the type of game that is mostly narrative,
almost cinematic, like watching a movie w/no interactivity. Can be
fun, but the emphasize is elsewhere than role playing.

And of course, another type is one that is more a strategy
game than anything w/90% of it being battles and stats, w/10% being
story and usually 0% interacting w/the story (the story being purely
cinematic non-interactive cut scenes between battles). I enjoy this
type of game, but its not exactly role playing heavy.

If your interaction is limited to whether or not a battle is
won and the game can continue or is suddenly over, then no matter how
many stats there are, although it may still be an rpg, its only weakly
emphasizing the rpg nature of the game. If your interaction affects
the story, changes the narrative, and not merely in a 'win this fight
or game over' fashion, but in a 'the story takes a different route due
to your actions/inactions' then the role playing is emphasized more.
In both cases said games might be rpg's, but the role playing element
is emphasized more in one than the other. They might also be an
adventure game, depending on how you define adventure games, and
that's fine, call it what you will.

The label we apply to these different types of games don't
matter to me, call them all rpg's if you want. Call a doll making
game where all you do is dress the doll and adjust its stats an rpg if
you will, fine with me. Call a game of Chess an rpg because they
added the ability to level up the pieces and play cut scenes in
between mathes an rpg too. Although I disagree, I don't want to argue
about that, because that distinction between rpg and non-rpg isn' the
real point. I think what Gerry and I lament (and I apologize Gerry if
I misunderstand you) is that there is a decided lack of a type of game
we'd like to see more of. A 'type' of rpg that is largely missing.
RPG's where you spend at least 50% of your game time making story
altering decisions, where the narrative isn't linear (and I don't just
mean non-linear in the sense that you choose the order events take
place, sandbox style, but rather non-linear in the sense that its a
completely different story depending on your decisions). It can still
have stats and battles, could well compliment such a game, but such
elements should be there to compliment the rpg, not to *be* the game.

I think a game can be both an adventure game and an rpg too,
both a strategy game and an rpg as well. But again, arguing over the
distinction misses the point. Whatever all the types of games out
there are called or labelled as, no matter how enjoyable many of them
are, it doesn't change the fact that there is one type that is largely
absent from the gaming scene. I'd just like to see that missing type
of game gain more of a presence is all. The other types, the ones
that are all over the market now, can stay too, many of them are great
fun and give me hours of entertainment. But the rpg player in me also
wants some of that which is missing, whatever label you wish to give
it, I call it 'role playing'.

Leo
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