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12-10-2008, 07:22 AM
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| Exalted Member | | Join Date: Aug 2003 Location: Cold North
Posts: 535
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Quote:
One of the directions for the theme of the game was to turn a lot of RPG cliches on their head, and a number of encounters, situations, and game mechanics revolved around that. For example:
- Rats became one of the most dangerous creatures to fight.
- Undead were often more human and sympathetic than their living counterparts (Pharod vs. Stale Mary, for example).
- Quest givers were usually people you had given quests to, but had forgotten you had (Pharod).
- Brothels indulged not physical lusts, but intellectual lusts. A LOT.
- The plane of chaos was incredibly orderly.
- Gaining information was often more important than increasing your stats.
- Death didn't end the game, and in places, helped progress it.
- You didn't get a name until the end of the game.
- You are frequently fighting against things and traps you set for yourself in previous lives.
- No swords - and there was an attempt to avoid conventional and expected spells and weapons.
- No dwarves, elves, halflings, etc.
- Options were provided for the player to easily raise dead companions so the game could keep going easily.
- The most prominent Succubi in the game was non-sexual.
- Devils were painfully honest, angels... well, weren't.
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__________________ Faith means not wanting to know what is true. -Friedrich Nietzsche
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