My reply isn't going through, so I'm trying cutting it into smaller posts.
Just wanted to thank you all for your responses. I will try to address them as best I can, and feel free to comment; if I'm off about something, I would rather engage in dialogue as opposed to inadvertently starting some kind of flame war.
Coelocanth: Thing is, it can be very difficult to outline exactly why you like a game, despite its flaws, while it's quite easy to describe why you
don't.
I understand that it can be hard, but as I mentioned earlier, I am always open to the attempt to try to reverse engineer one's opinions and to discuss why they hold them. I really do appreciate any effort to try.
Coelocanth: Part of the appeal for me is the fact it uses AD&D rules, which is the rule set I played for years when my buddies and I were playing Dungeons and Dragons. It's the rule set I prefer above all other D&D rule sets, despite the many instances where it just doesn't make any logical sense.]
I have little enough experience with D&D in general (and will not be mentioning which rulesets I have said experience with for fear of starting an edition war), but from what I do understand thanks to talking to people who have played AD&D 2E, the game doesn't adapt the rules all that well in certain key respects. One person I know was astounded when I brought up the inability to run and assured me that 2E definitely allowed for characters to move at more than one speed without the aid of magic, and had it been implemented, I would have had far more fun by having a way to get my party out of a losing fight other than sauntering away and hoping that we were able to outstroll that seemingly harmless wolf that surprised us by breathing ice or that other party of Xzarts that we were initially unable to see due to the fog of war, n ot to mention being able to use it to make up for the pileups that resulted from party members crashing into each other as they waded into melee. If it really is the case that running didn't exist in 2E and that Planescape Torment made it up, then I concede that it might be more accurate, but I don't understand how it results in the game being more fun.
Coelocanth: Another part of the appeal is the story. You point out that you're thrown into a situation where you don't understand what the iron shortage has to do with you, but you didn't play the full game. It turns out it
does have something to do with you. But you don't find out how it ties in until much later in the game.
It may very well be that it does tie into my story eventually, but I can't help but think that if it had been tried in any other work of fiction that I like, I would have written it off as bad storytelling. For example, let's say that in an alternate universe, Frodo, Samwise, Merry, and Pippin get to the Inn fresh from having the Nazgul chase them and do god only knows what as far as they and we know at this point, but when they find Aragorn, he takes them on a journey to clean out a mine that was rumored to be haunted. Unless the story made clear that Aragorn knew that the mines were somehow tied to the Nazgul and Sauron, it would just feel random and there would be an almost audible thud as the driving plot was dropped until it turned out that the mine was being used to ferry orcs to Mordor underground. Sure, it might turn out to be important, but noone knew that from the outset, and it results in it feeling like a chapter from a completely different book was spliced in by mistake.
I get that a level one character would have no way of fighting the guy after him, but I expected the party to start contacting some friendly magic users or even underworld contacts in order to gather some information on who is after the PC and why, maybe earning some exp as they make exceptionally good use of their social skills to acquire more data about the threat that faces them or as they train; hell, I'd even understand them going to that mine if Khalid or Jaheira had told me something about how they believed that the mine's problems were being caused by one of the guy's lackeys, and that maybe we could clean out the mine and kick down the flunky's door to get some answers in order to form a plan of action. In other words, I expected the game to follow the main plot.
Instead, the game went in a completely random direction that only turned out to have anything to do with the PC due to divine intervention from the writer. Even then, it didn't go back in time and make me feel like I had any more personal investment in the stakes, which, again, were next to nil at that point. If a real person had been DMing this, the plot would have come to a grinding halt once it became clear that not one of the PCs had any reason to go to Nashkel other than DM mandate, as opposed to making the characters want to go there by hinting that someone knew something about who killed Grawp's father or how there was an exceptionally palatial home for Sneakyfeet the thief to rob blind.
Maybe the story gets better later on, but writing of this kind is akin to someone shitting the bed when their significant other is over for a few days: if they wait until the sheets are changed, maybe there will be the possibility for fun times later on, but the sheer disgust makes it far more likely they will just leave in the morning. Again, I am honestly not sure what everyone else is seeing here.
Coelocanth: The NPCs are caricatures: sure, some of them. Others actually have some personality to them, although admittedly, none are really fleshed out to a great degree like in some other games. However, they're not all alignment-oriented paper cutouts either.
Here's my problem: one of my pet peeves in D&D is how alignment functions to turn any game into a reductionist game of Good Guys and Bad Guys that happens to be played inside with dice as opposed to outside on a playground. Some people bag on LotR for oversimplifying good and evil, but at least there morality was actually theoretically questionable, while in D&D the discussion of morality is all but foreclosed by alignment making it empirically determinable. The only time I have seen alignment done well at all was in Planescape, and that was because the game was hell bent on showing just how idiotic the effect alignment has standard D&D can be deconstructing some of the more cemented alignment stereotypes.
So I think you can understand where I am coming from when I say that any one of the characters being boiled down to being almost entirely defined by their alignment is 20 characters too many. The moment Khalid asked Montaron to consider being a little less evil, I wanted to quit right then because I knew that where there is one PC this flat and underdefined, there are sure to be many others to the point that I was pretty much statistically guaranteed to be stuck with at least one (which, again, is far too many). Again, I just do not understand how anyone can overlook something like this, unless the rest of the game makes it pale in comparison or people prefer D&D to be purely escapist to the point that it removes any semblance of depth from the proceedings.
Coelocanth: I find the combat in some of the more involved battles a lot of fun and quite engaging, requiring some tactical thinking and good usage of resources being required to come out the other side.
You have no idea how close I am to agreeing with you on this.
No, really, I mean it. I have totally loved this approach to combat in Planescape Torment, and I thought I would like it here, and I tried to prepare myself for it being somewhat cruder sheerly by virtue of being older. The inability to run was what really killed it for me, though, on top of the amazingly bad idea to start the PC off at level one, a level notorious for all but leaving it up to the machinations of fate as to whether or not characters die, meaning that any time I won a hard fight that was required to further the plot, I got through not by skill, but by combinations of save scumming and meta-gaming, which I did not find fun at all. Maybe that last part gets better later on, but I can't see the first part changing later in the game.
Coelocanth: I like the freedom of exploration available in the game (areas locked until certain chapter landmarks are reached aside). And as a side note related to this, I really like the fact that you can easily get into a situation where your party is in way over their heads and facing vastly overpowered mobs. Get the hell out of Dodge or die. This is something that sorely lacks in many later CRPGs where encounters scale to your level.
All very good and well, but what with me not being able to run and only being able to tell if I am in over my head is to try to fight and either find out that there are reinforcements moving in or taking potshots from beyond the fog of darkness or that the seemingly winnable fight against a low level monster is going badly and trying in vain to walk away. If I could run, I could see it, but as it stands, the fact that it is way too easy to get into a situation where you have no hope quickly starts feeling like a bug rather than a feature.
Coelocanth: I love the old 2d graphics with those little sprites and those really lovely painted backgrounds. Some people find it too dated by today's standards, but I still find the game is gorgeous
No complaints here, I'm fine with the graphics. Then again, the lack of a run function really makes me wonder if the artists felt the same way and tried to make sure players would spend as much time as possible looking at the backgrounds as opposed to getting anywhere quickly or being able to fight more effectively. Look, I'm not trying to be a dick about the running thing, but it really overshadows a lot of the game.