Hinterland Preview
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(Now, you sort of make your own quests. If you get a sword, and give it to your farmer, and the village gets attacked when you're gone... you've changed the world by giving the farmer that sword. And if he stops making food, it has an actual effect on the world, whether he's out adventuring with you, or he's recovering from the injuries he's sustained helping defend the town.) What could an RPG be? Anything, clearly.
Hopes/fears
+ Randomly generated encounters and overseeing your mini-community could mean a nice, dynamic balance of lootin' and mayorin'.
It's on a smaller scale, but will Hinterland have enough structure to lead players while they wander the wilderness?