Just loaded it and watched. I would definitely suggest making the player click on each head. Makes more sense based on the statements.
BTW:: That is really cool. I like stuff that adds flavor.
Radiant_Servant_of_Pelor
Member Since 09 Apr 2008Offline Last Active Jun 06 2008 05:33 AM
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In Topic: Restored ToB Heads
05 June 2008 - 04:49 PM
In Topic: The Mod for the Wicked!
02 May 2008 - 02:43 PM
Thank you dark chef. I am in the possession of, and have played within, the Ravenloft setting. I also own the Fiend Folio, Books of Fiends, Book of Vile Darkness, Libris Mortis, Necrmonicon, Demonology, Black magic, and some more third party related stuff... as main writer I shall try and do my best, as I am sure the other writer(s) shall do. Thank you for your interest.
No problem. I'd be happy to help where I can. I have all the D&D stuff on pdf. If you need anything let me know. I really would like to see a mod for the wicked, that isn't watered down goodness. What if the character plans his/her ascension similar (with better results) than Sarevok. What better justice than to have Sarevok be your lackey. I like LE or NE but the game lacks support for it. I would tend to choose something LE for the control factor, and the somewhat meglomaniac feel. Any romances should go with it too. Just some random thoughts.
In Topic: The Mod for the Wicked!
30 April 2008 - 06:18 AM
For the modders of MftW. I posted this in another thread anout the good vs evil dilemma. I have edited that response to give you some insights" I hope this helps.
BTW I can get you a pdf pf the Ravenloft material. Just email me.
***WARNING: SOME SPOILERS HERE***
There is an inherent reason, though unseen, for this leaning towards good versus evil. We as humans, especially in the free world, are taught to be law abiding citizens. To care for the down trodden and to help those in need. Based on its description, Evil persons do not care about such things. Laws are there to be exploited. The weak meant to serve or to be prey. In it's original inception, and subsequent growth, the PnP version of D&D has always been about good vs evil. When TSR released Ravenloft, it was a valiant attempt at seeing the world from Evil's perspective. If the MFTW wants a base to draw from, look at some of the old Ravenloft material. I ran a group of people through some of Ravenloft's material. It was a real eye-opener. Our playing group decided that evil party members were just not acceptable.
It is true that the game is fantasy, and should allow for the full spectrum of alignment choices. I for one, would like to see better handling of the XP and outcome based on the character's alignment. True role-playing should emulate this process. Perhaps the mod creators of the Mod For the Wicked will give some good thought on what it means to be evil. Examples of such would be Hitler, Khan, Stalin, Bin Laden, Sex slave rings, drug cartels, etc. It is not an easy task. We can get so caught up in the wholesale slaughter aspect, that the underlying reasons for being evil are forgotten. The 3.0 version of Ravenloft tried to convey what the evil roots were. Ask yourself "Why am I evil?" Several reasons are;
Poor childhood (not the case with the protagonist in BG)
Poverty
Bullying and having to toughen up
Wealthy, and seemingly no rules (can buy or extort your way out of things)
Desire for unbridled power
Really think about the alignment descriptions. The most difficult for any of us to run properly is Chaotic Evil. A complete disregard for anything, often even ourselves. Close on the heels of that are Chaotic Neutral.
The game was made for the protagonist to be the hero. Anti heroism is woven within it, just with more subtlety. The PC is set against the taint within. Look at how the NPC reactions are devised and you can see that. An evil person most likely is not concerned for Imoen, rather the revenge against Irenicus.
For the modders of MftW I say, check the Ravenloft material. There is a wealth of information there on playing evil.
BTW I can get you a pdf pf the Ravenloft material. Just email me.
***WARNING: SOME SPOILERS HERE***
There is an inherent reason, though unseen, for this leaning towards good versus evil. We as humans, especially in the free world, are taught to be law abiding citizens. To care for the down trodden and to help those in need. Based on its description, Evil persons do not care about such things. Laws are there to be exploited. The weak meant to serve or to be prey. In it's original inception, and subsequent growth, the PnP version of D&D has always been about good vs evil. When TSR released Ravenloft, it was a valiant attempt at seeing the world from Evil's perspective. If the MFTW wants a base to draw from, look at some of the old Ravenloft material. I ran a group of people through some of Ravenloft's material. It was a real eye-opener. Our playing group decided that evil party members were just not acceptable.
It is true that the game is fantasy, and should allow for the full spectrum of alignment choices. I for one, would like to see better handling of the XP and outcome based on the character's alignment. True role-playing should emulate this process. Perhaps the mod creators of the Mod For the Wicked will give some good thought on what it means to be evil. Examples of such would be Hitler, Khan, Stalin, Bin Laden, Sex slave rings, drug cartels, etc. It is not an easy task. We can get so caught up in the wholesale slaughter aspect, that the underlying reasons for being evil are forgotten. The 3.0 version of Ravenloft tried to convey what the evil roots were. Ask yourself "Why am I evil?" Several reasons are;
Poor childhood (not the case with the protagonist in BG)
Poverty
Bullying and having to toughen up
Wealthy, and seemingly no rules (can buy or extort your way out of things)
Desire for unbridled power
Really think about the alignment descriptions. The most difficult for any of us to run properly is Chaotic Evil. A complete disregard for anything, often even ourselves. Close on the heels of that are Chaotic Neutral.
The game was made for the protagonist to be the hero. Anti heroism is woven within it, just with more subtlety. The PC is set against the taint within. Look at how the NPC reactions are devised and you can see that. An evil person most likely is not concerned for Imoen, rather the revenge against Irenicus.
For the modders of MftW I say, check the Ravenloft material. There is a wealth of information there on playing evil.
In Topic: Good vs Evil
30 April 2008 - 05:49 AM
***WARNING: SOME SPOILERS HERE***
There is an inherent reason, though unseen, for this leaning towards good versus evil. We as humans, especially in the free world, are taught to be law abiding citizens. To care for the down trodden and to help those in need. Based on its description, Evil persons do not care about such things. Laws are there to be exploited. The weak meant to serve or to be prey. In it's original inception, and subsequent growth, the PnP version of D&D has always been about good vs evil. When TSR released Ravenloft, it was a valiant attempt at seeing the world from Evil's perspective. If the MFTW wants a base to draw from, look at some of the old Ravenloft material. I ran a group of people through some of Ravenloft's material. It was a real eye-opener. Our playing group decided that evil party members were just not acceptable.
I have tried to play evil, and have failed. I can go along for a while, but the constant betrayal, poor choice options, and wholesale slaughter just get boring. If you ask yourself why it is hard to be evil, in its basest form consider:
Christmas or other religious holiday
The elderly (full of life's experiences)
The young (innocent of the harshness of the real world)
The sick (mental, physical, emotional)
It is true that the game is fantasy, and should allow for the full spectrum of alignment choices. I for one, would like to see better handling of the XP and outcome based on the character's alignment. True role-playing should emulate this process. Perhaps the mod creators of the Mod For the Wicked will give some good thought on what it means to be evil. Examples of such would be Hitler, Khan, Stalin, Bin Laden, Sex slave rings, drug cartels, etc. It is not an easy task. We can get so caught up in the wholesale slaughter aspect, that the underlying reasons for being evil are forgotten. The 3.0 version of Ravenloft tried to convey what the evil roots were. Ask yourself "Why am I evil?" Several reasons are;
Poor childhood (not the case with the protagonist in BG)
Poverty
Bullying and having to toughen up
Wealthy, and seemingly no rules (can buy or extort your way out of things)
Desire for unbridled power
Really think about the alignment descriptions. The most difficult for any of us to run properly is Chaotic Evil. A complete disregard for anything, often even ourselves. Close on the heels of that are Chaotic Neutral.
The game was made for the protagonist to be the hero. Anti heroism is woven within it, just with more subtlety. The PC is set against the taint within. Look at how the NPC reactions are devised and you can see that. An evil person most likely is not concerned for Imoen, rather the revenge against Irenicus. If you find yourself feeling guilty about a decision, it is because you are inherently a good person. For a moment, realize you are actually becoming emotionally involved in a game. I have often felt guilt at leaving someone at the gauntlet just to get Imoen. Perhaps to assuage the guilt, having an NPC meet death by refusing to heal, removing protective equipment, etc. during a battle scene.
Well, a lot of psyco-babble there, and I hope someone can gain from the information. For the modders of MftW I say, check the Ravenloft material. There is a wealth of information there on playing evil.
There is an inherent reason, though unseen, for this leaning towards good versus evil. We as humans, especially in the free world, are taught to be law abiding citizens. To care for the down trodden and to help those in need. Based on its description, Evil persons do not care about such things. Laws are there to be exploited. The weak meant to serve or to be prey. In it's original inception, and subsequent growth, the PnP version of D&D has always been about good vs evil. When TSR released Ravenloft, it was a valiant attempt at seeing the world from Evil's perspective. If the MFTW wants a base to draw from, look at some of the old Ravenloft material. I ran a group of people through some of Ravenloft's material. It was a real eye-opener. Our playing group decided that evil party members were just not acceptable.
I have tried to play evil, and have failed. I can go along for a while, but the constant betrayal, poor choice options, and wholesale slaughter just get boring. If you ask yourself why it is hard to be evil, in its basest form consider:
Christmas or other religious holiday
The elderly (full of life's experiences)
The young (innocent of the harshness of the real world)
The sick (mental, physical, emotional)
It is true that the game is fantasy, and should allow for the full spectrum of alignment choices. I for one, would like to see better handling of the XP and outcome based on the character's alignment. True role-playing should emulate this process. Perhaps the mod creators of the Mod For the Wicked will give some good thought on what it means to be evil. Examples of such would be Hitler, Khan, Stalin, Bin Laden, Sex slave rings, drug cartels, etc. It is not an easy task. We can get so caught up in the wholesale slaughter aspect, that the underlying reasons for being evil are forgotten. The 3.0 version of Ravenloft tried to convey what the evil roots were. Ask yourself "Why am I evil?" Several reasons are;
Poor childhood (not the case with the protagonist in BG)
Poverty
Bullying and having to toughen up
Wealthy, and seemingly no rules (can buy or extort your way out of things)
Desire for unbridled power
Really think about the alignment descriptions. The most difficult for any of us to run properly is Chaotic Evil. A complete disregard for anything, often even ourselves. Close on the heels of that are Chaotic Neutral.
The game was made for the protagonist to be the hero. Anti heroism is woven within it, just with more subtlety. The PC is set against the taint within. Look at how the NPC reactions are devised and you can see that. An evil person most likely is not concerned for Imoen, rather the revenge against Irenicus. If you find yourself feeling guilty about a decision, it is because you are inherently a good person. For a moment, realize you are actually becoming emotionally involved in a game. I have often felt guilt at leaving someone at the gauntlet just to get Imoen. Perhaps to assuage the guilt, having an NPC meet death by refusing to heal, removing protective equipment, etc. during a battle scene.
Well, a lot of psyco-babble there, and I hope someone can gain from the information. For the modders of MftW I say, check the Ravenloft material. There is a wealth of information there on playing evil.
In Topic: Roll Call! Testers needed...
24 April 2008 - 06:45 AM
If you still need some testers:
cleric_of_pelor@cox.net
cleric_of_pelor@cox.net
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