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Do Tell....
Ok, so, since Dominions 2 has been out for a couple months....what is your favorite aspect of the game?
Mine? well....there are so much that I do like, but here is probably my favorite: The magic strategy. There is so many different spells, that so many "killer" strategies can (and probably will) be countered with a spell, or combination of spells. Even though I don't know the magic system all that well, with all the different spells, but the whole magic system is impressive to me. Along those same lines, are the forged magic items....I think that these things add much to the strategy/counter-strategy also. So, again, what are your favorite aspect of the game (so far, anyways)? |
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I've always loved auras. The Last 2 year RPG campaign I ran was all about a war between Divine, Infernal, and Faerie auras from Ars Magica.
While Total War has a kind of aura feature, not many games do, and it isn't central to the strategy in Total War like it is in Dom2. So, between that and the sophisticated philosophical coverage of the fantasy elements of the game, along with the extreme flexibility and smart design, this all comes together to make Dom2 a real winner as far as game design goes in my own eyes. Besides, it's fun http://forum.shrapnelgames.com/images/icons/icon7.gif [ January 27, 2004, 01:24: Message edited by: diamondspider ] |
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Ars Magicka was a bigger influence than MoM? Wow.. really? What kind of influences did it have on you? I got pretty far in Ars Magicka, but hrmm.. I can think of ANY similarities between D2 and A.M..
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We had a bLast in that campaign and the effect of the auras, how they conflicted, weakened or aided each other really added a ton to the game. There is something about wars of "energies", wars of ideas, wars of belief, and such that has always facinated me; even more than the more physical sorts of war. Maybe the pen really is mightier than the sword http://forum.shrapnelgames.com/images/icons/icon7.gif [ January 27, 2004, 16:23: Message edited by: diamondspider ] |
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It is unique to Ars as far as I know as far as an RPG dynamic. |
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I've heard a lot about Ars Magicka around here and I have to say I'm getting very intrigued. Is it still available? Who published it, and does anybody know if there's a Version available in the US?
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First and second print by Lion Rampant, I believe.
Lion Rampant => White Wolf Third print: Wizards of the Coast Fourth Print: Atlas Games This is a pen and paper RPG. In case you didn't know. |
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I grew up on pen-and-paper RPGs. Serious fun, especially when combined with soda and pizza. http://forum.shrapnelgames.com/images/icons/icon10.gif
Thanks for the info! |
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Any of you ever play chivalry and sorcery? That was in the vein of ars magicka but a little older.
You even generated the star charts for your birth day to see if your auspices were good. hehe |
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I first got into C&S in 1985. C&S was and is a great game. (IIRC, it was around as recently as 2000 when I saw it at GenCon, and may still be available.) Personally, I prefer Harnmaster/Harnworld. Imminently more playable than C&S (C&S can be cumbersome, and is not friendly to players who only have AD&D as their background in FRPGs, which is the only FRPG most pen & paper RPGers have ever played).
[ January 29, 2004, 01:01: Message edited by: Arryn ] |
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It's latest incarnation is published by Atlas Games, and IMHO this is in general the best edition. They let you download the rules for free here: http://www.atlas-games.com/arsmagica/index.html |
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The more-is-better philosophy is correct. It even takes care of balance, because with so many diverse things included it becomes a question of simple probability that for every overpowering strategy someone will somewhere happen to find a counter. I admire the ingeniously simple way of avoiding balancing issues by throwing so much stuff in that no one will ever be able to sort it out. http://forum.shrapnelgames.com/images/icons/icon10.gif |
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Copied from the first post of my rant thread about how great the game is
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And lots more. PvK |
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I bought alot of multiplayer strategy games that I was unhappy with. Too often a perfect strategy showed up that made it a test of only who could click the commands quicker. With Dom everytime you THINK you have a perfect strategy someone is bound to bounce you out of it. As long as that remains true, I will stay happy with Dom.
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Here are my favorite after a few weeks of play.
1. The game allows you to become focused on Commander characters. The developers added a few things in to get me emotionally attatched to my men. The Hall of Fame is brilliant. You should give whoever thought of that a raise. 2. I have never liked magic that much, in any game. I always play pure fighters in CRPG's, and PnP RPG's. I do dig the magic item system. I also think that is was brilliant to have artifacts. That must be a pain in MP games hehe. 3. The sheer amount of units and nations. I wish that there were more indy types. And I wish that there were more variance in the indy ~ national units. I know that there are a lot of different units already, but I always think that there could be more. Its just me. Even though there are tons of units per nation, I wish there were larger lists per nation. 4. Mercs. I like the idea in general. I wish they had more personality, that the commanders were unique, and that the units and commanders had unique graphics. 5. The magic sites and gem system is great. 6. The developers are active in the community. 7. And the most important thing in any turn based game. It has that magic quality that developers can only hope for....it afflicts its user with something I like to call the "One More Turn Syndrome". You start at 4pm in the afternoon and before you know it its 4am in the morning. |
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The german Version of Ars Magica is still avaiable from Truant, by the way, since there's a load of german players out there. http://forum.shrapnelgames.com/images/icons/icon7.gif
Love the magic system myself, but the combat system is unfortunately extremly bulky. *shrug* I still prefer Theatrix and Fudge. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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