Elements of a Romp
What are the qualities you see as vital to a good Romp? Humour, combat, dialogue, mapping, etc... which are the most important, and why?
There's gotta be something new and inventive in a romp... because if it's just a quest, it's just a quest, and because it's a romp, it's too short for a quest.
I would have to say storyline because, if the story is going to be short, it better be darn good.
There's a difference between a large romp and a small romp. A large romp is actually a small quest, while a small romp needs something different to make it good.
So it needs to be a new idea like an original storyline or something new in terms of gameplay. (It'd be cool if a large romp would have this too, but it's less important.)
Furthermore I'd say that fighting is less important in a romp. Because you won't get many level-ups, and not many things you can buy from the money you get when killing animals.
So it needs to be a new idea like an original storyline or something new in terms of gameplay. (It'd be cool if a large romp would have this too, but it's less important.)
Furthermore I'd say that fighting is less important in a romp. Because you won't get many level-ups, and not many things you can buy from the money you get when killing animals.
I prefer to romp with hot, young, scantily clad (or unclad) women.
My favorite romp was Cycles of Evil. It was the first DMOD that I finished(the first one I started was 9 gems of life, but I didn't liked it so much). That was something completly new.
I prefer to romp with hot, young, scantily clad (or unclad) women.
I'm assuming you'd prefer no humour at all in that particular romp. Unless you have a fetish for female clowns you haven't told me about.
I'm assuming you'd prefer no humour at all in that particular romp. Unless you have a fetish for female clowns you haven't told me about.
No there's not. Anything that takes less than an hour to beat is way too tiny for an ordinary quest...
Generally, stories should also be kept in proportion with the length of the game:
Romp -> Something casual
Quest -> Saving the princess
Epic -> Saving the world
Classic examples: Sword of Paranor, Quest for Dorinthia, POTA
Generally, stories should also be kept in proportion with the length of the game:
Romp -> Something casual
Quest -> Saving the princess
Epic -> Saving the world
Classic examples: Sword of Paranor, Quest for Dorinthia, POTA
Good dialogue is quite important to me, but it's not as neccessary as in a larger d-mod. I would say innovation is quite important (like in CoE, Anarchy Halloween Party, and Triangle Mover).
Well, my humor is part of what gets me the ladies, so, yes, I'm sure a romp would include some humor.
Also, clowns aren't funny, clowns are scary.
Also, clowns aren't funny, clowns are scary.
September 15th 2005, 08:20 PM
rabidwolf9
as far as elements for a romp, there's two ways you can go: you can have a small little storyline, or a minigame type thing;
i think a multiplayer romp would be excellent.
a medieval multiplayer ctf (or something like that) would be awsome...
i think a multiplayer romp would be excellent.
a medieval multiplayer ctf (or something like that) would be awsome...
ok, that was wierd..sorry to double post lol, that was me
Of course the multiplayer possibilites are currently non-existant!
Well. A romp to be good must have a good idea, like Cycles of Evil.
But if someone has a good idea, then making a romp of that idea is like a waste of that idea, like Cycles of Evil.
If someone has good idea, then is better to do an Epic of that idea.
That is my opinion, ...and idea.
But if someone has a good idea, then making a romp of that idea is like a waste of that idea, like Cycles of Evil.
If someone has good idea, then is better to do an Epic of that idea.
That is my opinion, ...and idea.