celluloid_dream
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User ID: 758
I loved the Owlcat Pathfinders and Rogue Trader, but with RT, it felt like I could see the rails on the universe much more clearly than with the others. It felt smaller. Not sure if it actually is, but it feels that way. Maybe it's that a lot of the tedious mechanics (e.g. wealth, inventory) are handwaved because you're a Rogue Trader who doesn't need to deal with such trivial inconveniences, and those are actually load-bearing on the immersion. Maybe it's the reduced narrative complexity and choice branches. I don't think I could bring myself to start another RT playthrough today, whereas there are still things I'd like to try in WotR or KM.
Horizon's Gate, which is something like Final Fantasy Tactics stapled to a nautical exploration and trading game.
Haven't touched it yet though - still researching classes / builds / team comp
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Coming into it with barely any knowledge of the setting, dogmatic seemed lawful-stupid, or even pointlessly cruel. Look, I can get behind "for the Greater Good", or even "My Country Right or Wrong", but the choices were like:
and like, it didn't do a great job of selling the appeal. I was interested in heretic initially because the evil artifact that will obviously obviously corrupt you seemed like a solid roleplay arc, but then the early heretic choices were chaotic-evil right off the bat. I was hoping they'd start off being written as neutral-evil power seeking and then by late game, you'd have frog boiled yourself into a servant of chaos.
Then, iconoclast was completely normal western liberal morality, and the game doesn't punish you for picking those options, so why not pick them?
Exception:idira - this was done well, and it's a rare thing in RPGs that the player gets the option to summarily execute a companion early on, and can reasonably decide it's the right choice.
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