{"id":516,"date":"2009-02-05T18:26:11","date_gmt":"2009-02-05T23:26:11","guid":{"rendered":"http:\/\/www.wurb.com\/stack\/archives\/516"},"modified":"2016-08-21T15:12:52","modified_gmt":"2016-08-21T22:12:52","slug":"drod-rpg","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/516","title":{"rendered":"DROD RPG"},"content":{"rendered":"<p><a href=\"http:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2009\/02\/drod-rpg-1.png\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2009\/02\/drod-rpg-1-300x225.png\" alt=\"drod-rpg\" width=\"300\" height=\"225\" class=\"alignright size-medium wp-image-4022\" srcset=\"https:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2009\/02\/drod-rpg-1-300x225.png 300w, https:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2009\/02\/drod-rpg-1-768x576.png 768w, https:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2009\/02\/drod-rpg-1.png 1024w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/a>Last September, a game came out that I didn&#8217;t have time for at the time, but greatly wanted to try: <em>DROD RPG: Tendry&#8217;s Tale<\/em>, a work in the <em>DROD<\/em> setting, with familiar creatures and a plot linked to <a href=\"\/stack\/archives\/110\"><em>DROD: The City Beneath<\/em><\/a>.  The change in game mechanics is reflected by a change in protagonist: instead of Beethro, we have Tendry, a Stalwart of Tueno.  In <em>TCB<\/em>, the Stalwarts charged <em>en masse<\/em> to their slaughter at the hands of the Empire, leaving only a few scattered survivors to assist Beethro with occasional puzzles.  Tendry is one of those survivors.<\/p>\n<p>It&#8217;s always interesting to see how a game franchise weathers the translation from one genre to another, especially if the genres are greatly different.  And the source material here is far from RPG-like: <em>DROD<\/em> is a puzzle game, entirely deterministic, with a combat model in which everything, including the player, has one hit point and no defense: whoever manages to strike first immediately wins.  <em>DROD RPG<\/em> preserves a lot of the <em>DROD<\/em> feel simply by using the same graphics (scaled up a bit), but throws away most of the tactical puzzle-solving in favor of stat-based toe-to-toe monster-bashing.<\/p>\n<p>This doesn&#8217;t mean it plays like a typical RPG.  The designers have chosen to keep the determinism of the original <em>DROD<\/em> and do without any random factors in combat.  Instead, you just automatically take turns trading blows with the monsters, and each blow does damage equal to the attacker&#8217;s Attack rating reduced by the defender&#8217;s Defense rating, until one of you is dead.  Just by examining a monster&#8217;s stats, you can tell in advance how many hit points you&#8217;ll lose by engaging it.  In fact, the game spares you the trouble of doing the math yourself and just includes the battle outcome (given your current stats) in the monster&#8217;s right-click tooltip &#8212; a sterling example of the <a href=\"\/stack\/archives\/115\">&#8220;conveniences are nice&#8221;<\/a> principle.<\/p>\n<p>This extreme simplification at the tactical level means that the game is mainly played at the strategic level, where it becomes one huge resource-management puzzle.  For example, sometimes you have two possible routes to a place you want to get to, one blocked by a monster, one blocked by a gate that can be unlocked with a key.  (This is the lockpick-that-breaks-off-in-the-lock sort of key: they&#8217;re not specific to a single gate, but they&#8217;re consumed on use.)   Either route involves some kind of expenditure of a resource, those resources being keys or hit points.  You might be able to reduce or even eliminate the hit point cost, though, by finding powerups or equipment elsewhere, although you&#8217;re certainly going to pay some sort of price for such a gain.  Basically, it pays to be circumspect and not rush into battles until you know what your options are.<\/p>\n<p>The irony is that this is exactly the opposite of how Tendry claims to act.  The Stalwarts put great stock in the courage &#8212; the level titles in the game are derived from the &#8220;rules&#8221; that the Stalwarts live by, and all the rules seem to be synonyms (&#8220;bravery&#8221;, &#8220;valor&#8221;, etc.)  The occasional narration we get from our hero is full of comments about how a Stalwart always leaps feet-first into danger and recks not the cost and so forth.  This is, of course, how the Stalwarts got themselves killed.  I haven&#8217;t gotten very far into the game yet, but I&#8217;ve seen enough flashbacks to know that Tendry is a reluctant Stalwart, a would-be writer who was pushed into the army by his father.  It&#8217;s entirely possible that he survived the massacre by being cowardly by Stalwart standards and acting like he does under player control.  Or maybe not.  Beethro himself is a big ugly guy who uses a Really Big Sword to solve all his problems, and was made the hero of a thinking game.  So perhaps Tendry is just intended as a similar mismatch between apparent character and gameplay.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Last September, a game came out that I didn&#8217;t have time for at the time, but greatly wanted to try: DROD RPG: Tendry&#8217;s Tale, a work in the DROD setting, with familiar creatures and a plot linked to DROD: The City Beneath. The change in game mechanics is reflected by a change in protagonist: instead [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[12],"tags":[92,264,93],"class_list":["post-516","post","type-post","status-publish","format-standard","hentry","category-rpg","tag-drod","tag-drod-rpg","tag-drod-the-city-beneath"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/516","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/comments?post=516"}],"version-history":[{"count":1,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/516\/revisions"}],"predecessor-version":[{"id":4023,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/516\/revisions\/4023"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=516"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=516"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=516"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}