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VG Thought Let's do this like Brutus. 2016-08-01T20:51:53+00:00 http://forums.vgthought.com/feed.php?f=46 2016-08-01T20:51:53+00:00 2016-08-01T20:51:53+00:00 http://forums.vgthought.com/viewtopic.php?t=1158&p=2360#p2360 <![CDATA[Fallout • What do skills mean?]]>
For most of us, when we look at the long list of skills, they are meaningless. We might literally understand that the lockpicking skill makes our characters more successful at picking locks, but we can't put that into a meaningful context.

Now that you've had two months of experience with Fallout, what meaning would you assign to the skills?

Statistics: Posted by Golem — Mon Aug 01, 2016 8:51 pm


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2016-07-15T12:21:56+00:00 2016-07-15T12:21:56+00:00 http://forums.vgthought.com/viewtopic.php?t=1152&p=2359#p2359 <![CDATA[Fallout • Re: Podcast ideas]]> Statistics: Posted by Golem — Fri Jul 15, 2016 12:21 pm


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2016-07-09T18:36:47+00:00 2016-07-09T18:36:47+00:00 http://forums.vgthought.com/viewtopic.php?t=1157&p=2358#p2358 <![CDATA[Fallout • Anatomy of a Sidequest - Mark Brown, Fallout: New Vegas]]> Fallout: New Vegas. Does this fit your experience of Fallout?

Statistics: Posted by Golem — Sat Jul 09, 2016 6:36 pm


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2016-07-02T20:11:02+00:00 2016-07-02T20:11:02+00:00 http://forums.vgthought.com/viewtopic.php?t=1156&p=2357#p2357 <![CDATA[Fallout • Re: Podcast 1 Outline - Conversation]]>
-RPGs advertise features (quests, classes, etc.) that are shallow and disloyal to RPG's paper roots.
-Role-playing isn't about stats or environments. "Roleplaying is about giving players the freedom to act as they see fit, within the framework of a story we provide."
-Role-playing is about developing characters through player choices.

Character
-Stats and die rolls determine what a player can do. This is arbitrary. Something explicit should say what the player can and can't do.
-Noncombat interactions shouldn't be so boring. They should be encouraged.
-Dialogue is a great tool for differentiating characters. How can it be improved?
----"Conversations should reflect game state."
----"Conversations should not involve lists of keywords."
----"Conversations should reveal things about NPCs; your responses should reveal things about you." Yes/No options are a good way to do this.
-Conversations are interesting to the extent that they reveal things about your character and the world.

Setting
-Worlds should be small so that they can be detailed and interesting.
----Players won't have to look far for something to do.
----It's easier to populate densely with unique content. Seems life-like.
----Difficulty can increase as players get farther. (Not sure why this would be unique to small worlds.)
----Locations can be more varied and more realistic with more attention to detail.
-Worlds should be believable and full of objects that are A) exciting and B) useful.
-Problems should have multiple solutions that impact how NPCs treat the player.

Story
-Goals should be clear. Players should spend time figuring out how to accomplish goals in an expressive way.
-Games should let players try behaviors they wouldn't in the real world.
-Dilemmas with multiple solutions allow players to experiment and find what they truly believe.

-Even if this doesn't succeed, game design should strive for innovation.

Statistics: Posted by Golem — Sat Jul 02, 2016 8:11 pm


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2016-07-02T06:27:45+00:00 2016-07-02T06:27:45+00:00 http://forums.vgthought.com/viewtopic.php?t=1156&p=2354#p2354 <![CDATA[Fallout • Podcast 1 Outline - Conversation]]> Statistics: Posted by Sky-Fox — Sat Jul 02, 2016 6:27 am


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2016-06-25T01:39:47+00:00 2016-06-25T01:39:47+00:00 http://forums.vgthought.com/viewtopic.php?t=1154&p=2352#p2352 <![CDATA[Fallout • Re: Role of dialogue]]> Statistics: Posted by Golem — Sat Jun 25, 2016 1:39 am


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2016-06-24T04:09:16+00:00 2016-06-24T04:09:16+00:00 http://forums.vgthought.com/viewtopic.php?t=1154&p=2351#p2351 <![CDATA[Fallout • Re: Role of dialogue]]>
1.) Story: responses that provide unique characterization or background information about the setting and culture
2.) Circumstantial guidance: responses that help narrow down where to find a person, place, or job - e.g. being told that Vault 15 might have a water chip or that Arradesh is looking for help
3.) Interactive guidance: responses that help predict outcomes of certain actions, like being told that the gang in Junktown (can't remember their name) doesn't like outsiders, or that sending Water Merchants might reveal Vault 13
4.) Objective progress: responses that progress the state of a quest - the simplest being accepting a job or reporting it complete
5.) Trade access: I haven't yet run into a character I had to talk into bartering, but I have certainly lost access to it via dialogue choices
6.) External behavior: responses that cause an NPC to do something outside of dialogue, like Ian joining the party or Gizmo attacking

This (or a better classification system) might help in discerning how dialogue is useful to different players depending on play style, how it's dispersed through the game/level structure, and how these ideas are thereby coupled.

Statistics: Posted by Yourself — Fri Jun 24, 2016 4:09 am


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2016-06-20T02:43:08+00:00 2016-06-20T02:43:08+00:00 http://forums.vgthought.com/viewtopic.php?t=1150&p=2350#p2350 <![CDATA[Fallout • Re: Shady Sands]]>
but yeah you're right it is on your map to start with

Statistics: Posted by Yourself — Mon Jun 20, 2016 2:43 am


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2016-06-19T18:59:02+00:00 2016-06-19T18:59:02+00:00 http://forums.vgthought.com/viewtopic.php?t=1150&p=2349#p2349 <![CDATA[Fallout • Re: Shady Sands]]> https://www.youtube.com/watch?v=KjR2w8EF1hI&t=4m40s

Statistics: Posted by Sky-Fox — Sun Jun 19, 2016 6:59 pm


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2016-06-19T16:27:44+00:00 2016-06-19T16:27:44+00:00 http://forums.vgthought.com/viewtopic.php?t=1154&p=2348#p2348 <![CDATA[Fallout • Re: Role of dialogue]]>
On an unrelated note regarding Gizmo.

Statistics: Posted by Yourself — Sun Jun 19, 2016 4:27 pm


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2016-06-19T16:11:12+00:00 2016-06-19T16:11:12+00:00 http://forums.vgthought.com/viewtopic.php?t=1150&p=2347#p2347 <![CDATA[Fallout • Re: Shady Sands]]> Statistics: Posted by Yourself — Sun Jun 19, 2016 4:11 pm


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2016-06-18T23:44:16+00:00 2016-06-18T23:44:16+00:00 http://forums.vgthought.com/viewtopic.php?t=1152&p=2346#p2346 <![CDATA[Fallout • Re: Podcast ideas]]> Statistics: Posted by Sky-Fox — Sat Jun 18, 2016 11:44 pm


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2016-06-18T21:31:30+00:00 2016-06-18T21:31:30+00:00 http://forums.vgthought.com/viewtopic.php?t=1154&p=2345#p2345 <![CDATA[Fallout • Role of dialogue]]>
For instance, with Gizmo,

Statistics: Posted by Golem — Sat Jun 18, 2016 9:31 pm


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2016-06-18T21:27:17+00:00 2016-06-18T21:27:17+00:00 http://forums.vgthought.com/viewtopic.php?t=1152&p=2343#p2343 <![CDATA[Fallout • Podcast ideas]]> Statistics: Posted by Golem — Sat Jun 18, 2016 9:27 pm


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2016-06-18T19:04:57+00:00 2016-06-18T19:04:57+00:00 http://forums.vgthought.com/viewtopic.php?t=1150&p=2342#p2342 <![CDATA[Fallout • Re: Shady Sands]]>
It's interesting that you cross Shady Sands to get to Vault 15. If you want, you can choose to continue to the vault or you can stop at the town.

Statistics: Posted by Golem — Sat Jun 18, 2016 7:04 pm


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