Knights of the Chalice Interview
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screeg: What was the one thing you would have most liked to implement from the Open Gaming License ruleset, but had to leave out for whatever reason?
Pierre: The prone condition. I love the way it's implemented in Temple of Elemental Evil. I'm aware that what most players would want is more player classes and races, though.
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screeg: In future projects, do you intend to move beyond combat simulation and include other RPG dynamics, such as branching dialogues and game-changing choices?
Pierre: There are already a lot of branching dialogues in KotC, and in future projects there will be more. Giving the player frequent choices between opposing factions is a great way of making the player's experience unique (as opposed to giving the player "cosmetic" dialogue choices like in the original campaign of Neverwinter Nights 2). That takes a lot of scripting. In order to reduce scripting, I think that most dialogue choices should affect what happens in a given encounter or a given area rather than what happens in the whole game.