The interviews for Jason Scotts "Get Lamp" documentary are 10 years old! >So.... 10 years later, what has changed in the IF world?
The interviews for Jason Scotts "Get Lamp" documentary are 10 years old! >So.... 10 years later, what has changed in the IF world?
Thanks Adam.
No mazes in Tabletop RPG eh? :D
In article <372bb394-7dab-4f1c-bffb-1dc26a267198@googlegroups.com>, HappyMacXL <happymacxl@gmail.com> wrote:
Thanks Adam.
No mazes in Tabletop RPG eh? :D
Heh. Not these days. But, for instance, there's an early Judges' Guild module for Empire of the Petal Throne called The Nightmare Maze of
Jigresh which is pretty much exactly just a big complicated maze.
Actually the classical tradition is pretty heavy on mazes and mazes with teleport traps and so forth. But, as with IF, not generally regarded as
good design in this day and age.
Some day I really will write that essay about how the caver aesthetic
without a communication of the actual physical context of caving, plus
the limitations of 1975 technology, plus the ludic necessity to make
dungeon crawling about the dungeon rather than the crawling,
simultaneously created a made-vastly-safer-and-more-human-friendly
notion of cave travel and the need for consciously-designed labyrinthine spaces in RPGs, CRPGs, and adventure games.
Some day. Maybe after I retire.
Oddly, over in the tabletop world, Patrick Stuart and Scrap Princess
have just released a book called _Veins of the Earth_ which is in part
an attempt to bring the physicality of cave navigation to tabletop
RPGs. It's a cool book, although pricey.
Adam
On 5/18/17 10:57 AM, Adam Thornton wrote:
In article <372bb394-7dab-4f1c-bffb-1dc26a267198@googlegroups.com>,
HappyMacXL <happymacxl@gmail.com> wrote:
Heh. Not these days. But, for instance, there's an early Judges'
Thanks Adam.
No mazes in Tabletop RPG eh? :D
Guild
module for Empire of the Petal Throne called The Nightmare Maze of
Jigresh which is pretty much exactly just a big complicated maze.
Actually the classical tradition is pretty heavy on mazes and mazes
with
teleport traps and so forth. But, as with IF, not generally regarded as
good design in this day and age.
Even when Infocom was still in Cambridge, classic mazes were out of
fashion; for example, in one game, there was a maze, but the correct
solution involved finding a map.
In article <372bb394-7dab-4f1c-bffb-1dc26a267198@googlegroups.com>, HappyMacXL <happymacxl@gmail.com> wrote:
Thanks Adam.
No mazes in Tabletop RPG eh? :D
Heh. Not these days. But, for instance, there's an early Judges' Guild module for Empire of the Petal Throne called The Nightmare Maze of
Jigresh which is pretty much exactly just a big complicated maze.
Actually the classical tradition is pretty heavy on mazes and mazes with teleport traps and so forth. But, as with IF, not generally regarded as
good design in this day and age.
Some day I really will write that essay about how the caver aesthetic
without a communication of the actual physical context of caving, plus
the limitations of 1975 technology, plus the ludic necessity to make
dungeon crawling about the dungeon rather than the crawling,
simultaneously created a made-vastly-safer-and-more-human-friendly
notion of cave travel and the need for consciously-designed labyrinthine spaces in RPGs, CRPGs, and adventure games.
Some day. Maybe after I retire.
Oddly, over in the tabletop world, Patrick Stuart and Scrap Princess
have just released a book called _Veins of the Earth_ which is in part
an attempt to bring the physicality of cave navigation to tabletop
RPGs. It's a cool book, although pricey.
Adam
On 5/18/17 10:57 AM, Adam Thornton wrote:
In article <372bb394-7dab-4f1c-bffb-1dc26a267198@googlegroups.com>, HappyMacXL <happymacxl@gmail.com> wrote:
Thanks Adam.
No mazes in Tabletop RPG eh? :D
Heh. Not these days. But, for instance, there's an early Judges' Guild module for Empire of the Petal Throne called The Nightmare Maze of
Jigresh which is pretty much exactly just a big complicated maze.
Actually the classical tradition is pretty heavy on mazes and mazes with teleport traps and so forth. But, as with IF, not generally regarded as good design in this day and age.
Even when Infocom was still in Cambridge, classic mazes were out of
fashion; for example, in one game, there was a maze, but the correct solution involved finding a map.
And, on the other hand, you might want a maze even today, if it’s logically part of the setting—Hampton Court, for example, or Knossos.
But it had better have a better solution than just dropping inventory objects.
Some day I really will write that essay about how the caver aesthetic without a communication of the actual physical context of caving, plus
the limitations of 1975 technology, plus the ludic necessity to make dungeon crawling about the dungeon rather than the crawling,
simultaneously created a made-vastly-safer-and-more-human-friendly
notion of cave travel and the need for consciously-designed labyrinthine spaces in RPGs, CRPGs, and adventure games.
Some day. Maybe after I retire.
Oddly, over in the tabletop world, Patrick Stuart and Scrap Princess
have just released a book called _Veins of the Earth_ which is in part
an attempt to bring the physicality of cave navigation to tabletop
RPGs. It's a cool book, although pricey.
Adam
--
John W. Kennedy
"The blind rulers of Logres
Nourished the land on a fallacy of rational virtue."
-- Charles Williams. "Taliessin through Logres: Prelude"
On 5/18/17 10:57 AM, Adam Thornton wrote:
In article <372bb394-7dab-4f1c-bffb-1dc26a267198@googlegroups.com>, HappyMacXL <happymacxl@gmail.com> wrote:
Thanks Adam.
No mazes in Tabletop RPG eh? :D
Heh. Not these days. But, for instance, there's an early Judges' Guild module for Empire of the Petal Throne called The Nightmare Maze of
Jigresh which is pretty much exactly just a big complicated maze.
Actually the classical tradition is pretty heavy on mazes and mazes with teleport traps and so forth. But, as with IF, not generally regarded as good design in this day and age.
Even when Infocom was still in Cambridge, classic mazes were out of
fashion; for example, in one game, there was a maze, but the correct solution involved finding a map.
And, on the other hand, you might want a maze even today, if it’s logically part of the setting—Hampton Court, for example, or Knossos.
But it had better have a better solution than just dropping inventory objects.
it got more flashy and colorful with far less substance
I'm still playing classics from 80s, 90s and early 2k but barely interested in anything from the twine kids or from the let-me-choose-some-paths-to-you folks
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