{"id":707,"date":"2010-02-08T04:02:01","date_gmt":"2010-02-08T09:02:01","guid":{"rendered":"http:\/\/www.wurb.com\/stack\/archives\/707"},"modified":"2016-11-03T18:00:38","modified_gmt":"2016-11-04T01:00:38","slug":"pool-of-radiance-same-old","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/707","title":{"rendered":"Pool of Radiance: Same Old"},"content":{"rendered":"<p>I&#8217;ve really been getting into the swing of this game.  Once you&#8217;re used to the stupidity of the interface, it goes pretty quickly.  I&#8217;m completing multiple missions per day now, each yielding a substantial experience bonus.  (Or maybe that&#8217;s just the experience for receiving the cash reward.  That&#8217;s something I had almost forgotten about the <em>AD&#038;D<\/em> rules: you get experience points for treasure, not just for defeating enemies.)  There&#8217;s a nearly one-to-one correlation between missions and map sectors (16&#215;16 segments, just like in <em>Might and Magic<\/em>), and judging by a map I found in Phlan&#8217;s library, I&#8217;ve subdued most of the map by now (barring secret dungeons).<\/p>\n<p>It probably helps that it&#8217;s all so familiar.  Apart from the fact that it&#8217;s mostly above ground, this is very much a by-the-book <em>D&amp;D<\/em> campaign.  You&#8217;ve got your sequence of progressively-tougher humanoid opponents, starting with kobolds and goblins, working up through orcs and hobgoblins to gnolls and bugbears &#8212; all of which functionally equivalent, but rendered distinct in the mind by the way that each takes a turn at being the new, tougher-than-normal thing.  At the same time, you&#8217;re also climbing a parallel ladder with the undead, starting with skeletons and zombies, moving up to ghouls and wights and so forth &#8212; which aren&#8217;t functionally equivalent, because ghouls paralyze and wights drain experience levels. <span class=\"footnote_referrer\"><a role=\"button\" tabindex=\"0\" onclick=\"footnote_moveToReference_707_1('footnote_plugin_reference_707_1_1');\" onkeypress=\"footnote_moveToReference_707_1('footnote_plugin_reference_707_1_1');\" ><sup id=\"footnote_plugin_tooltip_707_1_1\" class=\"footnote_plugin_tooltip_text\">1<\/sup><\/a><span id=\"footnote_plugin_tooltip_text_707_1_1\" class=\"footnote_tooltip\">Level drain a pretty big deal here, because the game provides no way to restore lost levels other than by re-earning the experience.  It&#8217;s not clear to me whether this is because the game doesn&#8217;t support experience levels high enough to learn and cast Restoration, or whether the Restoration spell didn&#8217;t exist at the time.  The latter is plausible; the first edition rules had all sorts of nastiness, including the infamous &#8220;saving throw vs death&#8221; effects.<\/span><\/span><script type=\"text\/javascript\"> jQuery('#footnote_plugin_tooltip_707_1_1').tooltip({ tip: '#footnote_plugin_tooltip_text_707_1_1', tipClass: 'footnote_tooltip', effect: 'fade', predelay: 0, fadeInSpeed: 200, delay: 400, fadeOutSpeed: 200, position: 'top right', relative: true, offset: [10, 10], });<\/script>  If you&#8217;ve ever played a <em>D&amp;D<\/em> campaign from experience level 1 to 5 or so, this probably sounds very familiar to you &#8212; not just the general idea, but the specific monsters in the sequence, which most CRPGs would make up from scratch (or imitate and get slightly wrong).  What I&#8217;m describing may not be how <em>every<\/em> campaign goes, but it&#8217;s certainly one of the standard openings.  As the first officially licensed <em>D&amp;D<\/em> adaptation, <em>Pool of Radiance<\/em> is basically trying to be the definitive computerized <em>D&amp;D<\/em> experience, and that means hewing close to the typical.<\/p>\n<p>It&#8217;s kind of fortunate that it&#8217;s so familiar, because sliding down that groove keeps me from having to think too hard about what I&#8217;m really doing.  It&#8217;s been said many times before that the typical CRPG is about killing people and taking their stuff. <span class=\"footnote_referrer\"><a role=\"button\" tabindex=\"0\" onclick=\"footnote_moveToReference_707_1('footnote_plugin_reference_707_1_2');\" onkeypress=\"footnote_moveToReference_707_1('footnote_plugin_reference_707_1_2');\" ><sup id=\"footnote_plugin_tooltip_707_1_2\" class=\"footnote_plugin_tooltip_text\">2<\/sup><\/a><span id=\"footnote_plugin_tooltip_text_707_1_2\" class=\"footnote_tooltip\">Where &#8220;people&#8221; is taken to include any being sentient enough to engage in conversation, which applies to all of the monsters on the goblin\/orc track, and some on the undead track.<\/span><\/span><script type=\"text\/javascript\"> jQuery('#footnote_plugin_tooltip_707_1_2').tooltip({ tip: '#footnote_plugin_tooltip_text_707_1_2', tipClass: 'footnote_tooltip', effect: 'fade', predelay: 0, fadeInSpeed: 200, delay: 400, fadeOutSpeed: 200, position: 'top right', relative: true, offset: [10, 10], });<\/script>  Here, it&#8217;s even worse: it&#8217;s about killing people and taking their <em>land<\/em>, which makes it uncomfortably close to a number of real-world situations that I&#8217;m sure the authors didn&#8217;t intend.  And sure, the enemy isn&#8217;t even human, but I don&#8217;t really have to comment on the implications of that one, do I?  Should I even mention that the land used to be ours long ago?  Good thing morality is objectively determinable in the world of <em>D&amp;D<\/em> or I might start to wonder who the &#8220;good guys&#8221; are.  I guess this is what happens when you start to work real plot into your games.<\/p>\n<div class=\"speaker-mute footnotes_reference_container\"> <div class=\"footnote_container_prepare\"><p><span role=\"button\" tabindex=\"0\" class=\"footnote_reference_container_label pointer\" onclick=\"footnote_expand_collapse_reference_container_707_1();\">&#x202F;<\/span><span role=\"button\" tabindex=\"0\" class=\"footnote_reference_container_collapse_button\" style=\"display: none;\" onclick=\"footnote_expand_collapse_reference_container_707_1();\">[<a id=\"footnote_reference_container_collapse_button_707_1\">+<\/a>]<\/span><\/p><\/div> <div id=\"footnote_references_container_707_1\" style=\"\"><table class=\"footnotes_table footnote-reference-container\"><caption class=\"accessibility\">References<\/caption> <tbody> \r\n\r\n<tr class=\"footnotes_plugin_reference_row\"> <th scope=\"row\" class=\"footnote_plugin_index_combi pointer\"  onclick=\"footnote_moveToAnchor_707_1('footnote_plugin_tooltip_707_1_1');\"><a id=\"footnote_plugin_reference_707_1_1\" class=\"footnote_backlink\"><span class=\"footnote_index_arrow\">&#8593;<\/span>1<\/a><\/th> <td class=\"footnote_plugin_text\">Level drain a pretty big deal here, because the game provides no way to restore lost levels other than by re-earning the experience.  It&#8217;s not clear to me whether this is because the game doesn&#8217;t support experience levels high enough to learn and cast Restoration, or whether the Restoration spell didn&#8217;t exist at the time.  The latter is plausible; the first edition rules had all sorts of nastiness, including the infamous &#8220;saving throw vs death&#8221; effects.<\/td><\/tr>\r\n\r\n<tr class=\"footnotes_plugin_reference_row\"> <th scope=\"row\" class=\"footnote_plugin_index_combi pointer\"  onclick=\"footnote_moveToAnchor_707_1('footnote_plugin_tooltip_707_1_2');\"><a id=\"footnote_plugin_reference_707_1_2\" class=\"footnote_backlink\"><span class=\"footnote_index_arrow\">&#8593;<\/span>2<\/a><\/th> <td class=\"footnote_plugin_text\">Where &#8220;people&#8221; is taken to include any being sentient enough to engage in conversation, which applies to all of the monsters on the goblin\/orc track, and some on the undead track.<\/td><\/tr>\r\n\r\n <\/tbody> <\/table> <\/div><\/div><script type=\"text\/javascript\"> function footnote_expand_reference_container_707_1() { jQuery('#footnote_references_container_707_1').show(); jQuery('#footnote_reference_container_collapse_button_707_1').text('\u2212'); } function footnote_collapse_reference_container_707_1() { jQuery('#footnote_references_container_707_1').hide(); jQuery('#footnote_reference_container_collapse_button_707_1').text('+'); } function footnote_expand_collapse_reference_container_707_1() { if (jQuery('#footnote_references_container_707_1').is(':hidden')) { footnote_expand_reference_container_707_1(); } else { footnote_collapse_reference_container_707_1(); } } function footnote_moveToReference_707_1(p_str_TargetID) { footnote_expand_reference_container_707_1(); var l_obj_Target = jQuery('#' + p_str_TargetID); if (l_obj_Target.length) { jQuery( 'html, body' ).delay( 0 ); jQuery('html, body').animate({ scrollTop: l_obj_Target.offset().top - window.innerHeight * 0.2 }, 380); } } function footnote_moveToAnchor_707_1(p_str_TargetID) { footnote_expand_reference_container_707_1(); var l_obj_Target = jQuery('#' + p_str_TargetID); if (l_obj_Target.length) { jQuery( 'html, body' ).delay( 0 ); jQuery('html, body').animate({ scrollTop: l_obj_Target.offset().top - window.innerHeight * 0.2 }, 380); } }<\/script>","protected":false},"excerpt":{"rendered":"<p>I&#8217;ve really been getting into the swing of this game. Once you&#8217;re used to the stupidity of the interface, it goes pretty quickly. I&#8217;m completing multiple missions per day now, each yielding a substantial experience bonus. (Or maybe that&#8217;s just the experience for receiving the cash reward. That&#8217;s something I had almost forgotten about the [&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":[355,354],"class_list":["post-707","post","type-post","status-publish","format-standard","hentry","category-rpg","tag-pool-of-radiance","tag-ssi-gold-box"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/707","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=707"}],"version-history":[{"count":2,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/707\/revisions"}],"predecessor-version":[{"id":4371,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/707\/revisions\/4371"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=707"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=707"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=707"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}