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Location: Games » Pool of Radiance: RoMD » Tips, Tricks & Hints
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Times
Past and Present (Posted at WoTC)
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By Chuck
Yager
Associate Producer
Pool of Radiance: The Ruins of Myth Drannor
This
month, I thought you would enjoy hearing from Mark Buchignani, the lead
designer on Pool of Radiance: Ruins of Myth Drannor. Incidentally,
Mark is no stranger to RPGs -- he played a great many back in the old
days and actually helped create two of the Gold Box titles in the early
'90s. I've had the distinct pleasure of working with Mark since my start
on Ruins of Myth Drannor back in October 1999. Recently, he and
I talked about the new game and how it compares to the classic Pool
of Radiance. He also offered a sneak peak at some of the game's secrets.
. . .
Chuck
Yager: Talk a bit about yourself, your history, and your role on Pool
of Radiance: Ruins of Myth Drannor.
Mark Buchignani: I started in computer games as a programmer
out of UC Berkeley in 1982 at Mattel Electronics, doing Intellivision
games. I didn't know it at the time, but the company was not going to
be around that long. About a year later, layoffs began. I stayed for
another six months until they closed the doors. My primary product (a
football game) never came out, but I did contribute to a number of other
titles. After Mattel, I taught myself the Commodore 64, which led to
my current position at Stormfront Studios, where I have been for 12
years. When Pool of Radiance: Ruins of Myth Drannor came along,
I jumped at the chance to work on it, writing the game design and directing
the installation of the gameplay into the product.
Chuck:
What was your role on the original Gold Box games back in the early
'90s?
Mark: I worked on two of the last Gold Box titles -- Gateway
to the Savage Frontier, where I designed, wrote, and installed
the finale, and then as lead programmer and writer on Treasures
of the Savage Frontier. A year or so later, SSI came to us with
an idea for a cross between SimCity and D&D, and I was
the lead designer on the resulting product: Stronghold.
Chuck:
In what ways is the new Pool sequel similar to the popular
Gold Box game?
Mark: It tries to be more like tabletop D&D than
most Computer RPGs on the market today. Most head in the direction
of real time, which isn't really what goes on in the paper game.
In paper games, people spend a lot of time roleplaying and talking,
and after some consideration come up with their actions. Ruins
of Myth Drannor is turn-based, so people can think about their
strategies and tactics before acting. Also, the DM plays a larger
role than in the real-time games, which gives the game more of a
true D&D feel.
Chuck:
How is the sequel different?
Mark: Technology has advanced so much in the last 10 or
so years. Now we have 3D characters over gorgeous, high-resolution
backgrounds, and tons of memory for storyline, art, and audio.
The entire production is many times larger, and that comes across
in the first glance. If you put the original Pool of Radiance
next to Ruins of Myth Drannor, you'd be amazed at the
across-the-board advancement. Yet the general approach and basic
game system have pretty much remained the same: explore an interesting
world, knock off some monsters, collect some treasure, get some
experience, and Save the World.
Chuck:
What have you found to be the biggest challenge in working on
Ruins of Myth Drannor?
Mark: The sheer scope. As players will see when they
get into the game, the entire experience is huge, even though
the actual portion of Myth Drannor we created is relatively
small. There are tons of encounters and even more details to
manage, and the game comes across as a dense slice of life in
present-day Myth Drannor. No matter where you turn, there
is something going on, and making sure everything fits together
correctly and actually works has required tremendous effort
on everyone's part.
Chuck:
What's your favorite party in the game?
Mark: I don't think I have a favorite party, but my
favorite character has to be my rogue-ranger, Mine. The two-class
combination of skills and feats makes him a blast to play,
because he can do so many things. For example, he's the party
leader, so I can be less meticulous about searching for traps,
because he finds and disarms most of them for me. Then in
combat, he's a great archer, helping to wear down the enemies
before they are on top of the party.
Chuck:
What is the coolest feature in Ruins of Myth Drannor?
Mark: The first thing that anyone notices is the
artwork. It is top-quality, both the backgrounds and the
animations. The game is wonderful to look at. But I also
like what goes on under the hood. There is a strong storyline
and interesting set of characters whose personalities comes
across the more you talk to them, and who tend to do more
than just answer questions. In addition, the play method
itself encourages exploration and discovery because the
player rarely gets into an untenable position. And with
the DM's role played up, the game comes across in a tabletop
D&D sort of way really well. That's what I like
most about it, because we set out to make a CRPG that is
more like the paper game than others before it have been,
and I think we succeeded.
Chuck:What
are your feelings on the new D&D rules?
Mark: In general, I like the new rules. The system
is much more flexible because it allows players to make
characters be whatever they want them to be. If you want
to play a barbarian who can thieve some and toss around
the occasional spell, you can. I also like the more flexible
monsters. In Ruins of Myth Drannor, certain monsters
come in many different flavors, so you better take care
to know what you are up against before wading in: That
run-of-the-mill orc may just drop a fireball on your head
if you don't take him down before his turn comes up. Anyway,
all that flexibility comes straight out of the new Monster
Manual. They adjusted the system so that monsters can
pretty much take on all character classes, and be whatever
the DM wants them to be. In short, I think the new rules
are a strong step forward for D&D: more playable,
more flexible, and more fun.
Chuck:
Finally, can you give our readers a sneak peek at
a few secrets in Pool of Radiance: Ruins of Myth
Drannor?
Mark: Whenever you find a stairway or passageway
from the dungeons up to Stillwater, be sure to ascend
to the surface, even if you don't need to or want
to go there. Later in the game, it will be useful
to have opened up all these passageways, because they
allow for easier access to the various dungeon levels.
The only way to open them all up is to climb each,
one at a time. Don't worry about getting stuck in
Stillwater - the passages work both ways, once you
open them up.
After
you emerge from the Dwarven Dungeons, if you head
west into Nightingale Court, you can find a Great
Stone Head that has been set upon a small platform.
This Head consumes small stone heads, called "idolons."
By this time in the game, you should have found a
number of these in various treasure caches and chests.
For each idolon you feed to the Great Stone Head,
it gives you a fading ring, one which has a
limited number of uses before it vanishes out of existence.
At first, the rings are somewhat useful to a well-equipped
party, but later on, after you have advanced down
to the Lower Keep of the Catacombs, the quality of
the fading rings dispensed increases dramatically.
Be sure to revisit the Great Stone Head after you
have emerged from the Catacombs, and before you enter
the Castle Passage.
The most complex quest in the game involves the story
of Hachaam Selorn, Arms-Captain of the armies of Myth
Drannor. To lay his ghost to rest, you must find his
ancient sword, the Baneblade Faervian. This
can be found in the Freth Drow treasure cache in the
heart of the fourth level of the Catacombs, known
as the Prisons. The defense will be stiff, but the
rewards are well worth it. When you find the Baneblade,
return it to Selorn's crypt in the Halls of Light,
and then search for the sword's mate in the Castle
Passage. Take the time to complete this quest; the
reward is one of the most powerful weapons of Old
Myth Drannor.
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Baldur's Gate, Tales of the Sword Coast, Baldur's Gate 2, Throne of Bhaal, Baldur's Gate 3, Neverwinter Nights, Shadows of Undrentide, Hordes of the Underdark and Dragon Age: Origins are © BioWare. Icewind Dale, Heart of Winter, Trials of the Luremaster, Icewind Dale 2 and Planescape: Torment are © Interplay. Pool of Radiance: Ruins of Myth Drannor is © SSI. Dragonshard, Forgotten Realms: Demon Stone, Neverwinter Nights 2, Mask of the Betrayer, Storm of Zehir, Mysteries of Westgate, The Temple of Elemental Evil, Dungeons & Dragons Online: Stormreach are © Atari, Inc. Dungeons & Dragons material is © Wizards of the Coast. All original content is © Sorcerer's Place. Please read our Privacy Policy and Legal Disclaimer. | |
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