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Hi!

can anyone recommend a good start to with?

im interested in playing anything from these collections and the dark sun , krynn, and ravenloft series

which of these would you say is better balanced while having an engaging narrative?

and the narrative doesnt have to matter as long as the gameplay is entertaining

i understand eye of the beholder series is more real time

i think id prefer turn based but either is ok

more interested in those styles over strategy rpg (which tend to offer less exploration and harsher difficulty.

and if anyone wants to recommend other series in the late 80's early 90's crp vein (such as wizardy, ultima, bards tale, might ant magic) i would love to hear anything about why those would be nice starting points as well (but i did research those a bit more, i found it easier to find information on those about which to start and why. most of the DnD discussions focused on baldurs gate and icewind dale and plane scape and was a bit hard to distill answers for just this era of crpgs)

maybe you have a link to a highly recommended article or other forum posting you think i should read about where why to start which old DnD (or any other) video game rpg.

but yea basically trying to get my hands on some great old rpg experiences and stories

thanks for taking the time to read and respond!!!
Post edited July 22, 2017 by triphopscott
Of the classic D&D games you mentioned Pool of Radiance (more combat-oriented), CoK and Dark Sun (more story-driven) all work as starting point. I'd start with Pool of Radiance since it influenced the other games as the oldest of them.

Might and Magic 3 is the best option to start with rpgs from that area in my opinion, fast paced gameplay which gives you a feeling of progression even if you play for only half an hour, first person view contributes to the immersion and can make you forget that the game is fully turn-based.
por, lol
personally i always had a hard time getting into pools of radiance
though that is probably due to starting with curse of the azure bonds and secret of the silver blades, and feeling sort of cheated by not having all the classes available (love the rangers and paladins)
i dont remember if pools allowed nonhuman multiclass or dual classsing humans

gotta admit this is all my own subjective experience so dont let my inability to live without my beloved rangers influence you too much
especially if you would be just coming into the series
i do recommend at least trying pools 1st

as to other series
Ultima series is great i wore out my original floppies playing them (rip original floppies i still love you)
ultima 4 even introduced a never before seen morality system which continued through the rest of the series

Might and magic gotta agree with poster #2 might and magic 3 is great, though if you can handle the more primitive graphics mm2 is also a great game though i may be somewhat biased due to starting in the series with it
spending years battling the evil hordes and collecting loot

krynn series are a great story driven crpg the seem to focus the story even more than the forgotten realms series

Darksun series i loved the 1st game the addition of psionics blew my (then) young mind and the thri-kreen race became my fave MWAHAHAHA my insect army conquers all MWAHAHAHHAHAHAA (sorry got carried away there :P )
The problem with the the good old RPGs is, that they do come as a good package, the programmers did create the program around their idea, so each of the games mentioned here a gems in their own and all of them worthwhile playing ;)

I think the real question here is what do you prefer?

You did give some hints on it, yes, BUT:

Most old school RPGs were written around a solid story. So the gameplay of the oldies is already more entertaining as you get a solid story.

style/strategy: hmmmm.....most of the older RPGs are always including a huge strategy portion, including like which classes do you want to have, which upgrade-path to take and similar.

despite the true claim, Pool of radiance being the grandfather, I would suggest starting with the krynn series.
Why?
It is turn-based, story driven AND you can adjust the difficulty ANYTIME in the game (okay not during a fight :P ).

Baldurs gate/icewind dale/panetscape those beasts I would leave for a wee bit later ;)

Just like, when you started reading you didn't start with like Faust: https://en.wikipedia.org/wiki/Faust,_Part_One ;)

One reason why it is so hard to find any good overview is like this list:

https://en.wikipedia.org/wiki/List_of_Dungeons_%26_Dragons_video_games

This is JUST a list of rpg-games in the DnD universe ;)

And one problem with some games are that they a quite lengthy, the Krynn series is long enough but not too long (meaning each game in itself).

Only disadvantage you will have to read beside the game itself, as usual in this time they put a lot of text in books (okay delivered as pdf ;) ) which you would read next to your computer. But thanks to dosbox you can alt-enter, read and back to the program and alt-enter again ;)

So the main question back to you is also how much time are you willing to invest ;)
Ultima Underworld and EOB2 turned me into an RPG fan, back in the day.
Here are some things to know about early cRPGs:

The Gold Box games, as well as the Dark Sun series, have SRPG style combat; on each turn, you typically move your character (on a grid), and then attack, with positioning being a relevant factor in combat. There's still exploration (in first person in the Gold Box games); it's just that the battles are SRPG battles.

There are a few caveats with the Gold Box games:
1. The games have a sexist mechanic; while you can create female characters, such characters aren't allowed to have as much strength as male characters. (This applies for all the Gold Box games except maybe the Buck Rogers games; anybody know whether gender has any effect in those games?)
2. In Pool of Radiance, healing is a pain. The only healing spell you get in the entire game is ridiculously weak, resting barely heals you at all, and there's no way to automate the tedious task of resting, rememorizing, and casting healing spells to slowly heal your characters.
3. Later in the Pool of Radiance series (especially problematic in Pools of Darkness), there is another major issue; racial level caps. A human can advance as high as level 40 (and will start around level 13), but any non-human is severely crippled in any class other than thief; for example, half-elf clerics are capped at level 5, and elven mages are capped at level 11, making such characters entirely useless.

(Information on other early cRPGs will come in a moment.)
About some other early cRPGs:

Ultima: Overhead view, less emphasis on combat (especially in the 4th game onwards), combat in 3-6 is on a grid (but you can only move one square per turn, making ranged weapons far more powerful than melee weapons). Series is sometimes too simulationist, with mechanics like needing food and (starting with 4) having to mix reagents to cast even the simplest of spells appearing. Ultima 7 is strongly overrated; the combat is trash and the game requires you to manually feed your characters (in a game with a terrible inventory system). From 4 onward, the games really aren't dungeon crawlers, even if you do have to occasionally go into dungeons.

Wizardry: First-person dungeon crawlers. Has healing issues similar to Pools of Radiance at first, but you do eventually get better healing spells, which helps. Game can be rather harsh, with perma-death (and resurrection can fail), enemies that can instant-kill as soon as the second dungeon level (in 1), and enemies that can drain levels from your characters (though, unlike in Pool of Radiance or Dungeon Hack, they are more of a late game thing). Do not start with 2, 3, or 4; 2 and 3 require importing characters from 1 (and 2 requires your party to be at least level 13), and 4 (which plays very differently than the rest of the series, with more adventure game elements and less RPG) was designed with the expectation that the player would already be an expert.

Might and Magic: First person perspective (like Wizardry), but the world is more open (like Ultima). Still more of a dungeon crawler, but there's an overworld, and exploration is not as restricted as in a typical JRPG. Sometimes you can even go into a high level area with a novice party and come out victorious, though you might need help from things like stat-boosting fountains (which are a staple of the series). Combat is actually best in 1 and 2; in 3-5, combat has been simplified and the game doesn't provide as much feedback (no damage numbers, for example).

Bard's Tale: Like Wizardry, but with an actual town (and wilderness in 2 and 3), and without some of the harsher aspects of Wizardry. You eventually get a cheap spell that fully heals the party, and the perma-death mechanics of Wizardry are not present (resurrection always works); level draining is still present. One thing to note: Avoid the DOS and Amiga versions of Bard's Tale 3; those versions have too many bugs to be enjoyable. (Stick with the Apple 2 or Commodore 64 version for that game.)

Wasteland: Overhead view, science fiction setting, and game mechanics that are not D&D-based. (They're actually similar to that of an obscure tabletop RPG called Tunnels and Trolls.) Skills improve through usage, though not all skills are balanced (some skills are only useful early, while others are only usable late game).

Dragon Wars: Quite different from Bard's Tale, less emphasis on dungeon crawling and gaining strength, more emphasis on exploration. One major difference is that treasure is found rather than won after battles.

Dragon Quest/Warrior: The oldest JRPG series out there. The very first game is open world, with the main barrier to progress being the strength of the enemies. You will need to spend hours leveling up (less if playing one of the remakes). The later games in the series take a more linear structure (though every now and then the linearity decreases). Many of the complexities found in early WRPGs are not present here; for example, there's no stealing, no aging (or level draining), and no attacking arbitrary townspeople (as you can in the Ultima series). Overhead perspective, even in dungeons. One difference between this game and most early WRPGs is that attacks usually hit, even early on; damage output, rather than accuracy, is the main offensive benefit of gaining levels. Note that, in DQ1, you only get one character; DQ3 gives you four characters, and you can create 3 of them (one of them is always the hero(ine).

Final Fantasy: The original is not too different from early Dragon Quest games, albeit more linear than DQ1. Magic system resembles Wizardry. Note that this series is famous for changing its mechanics between entries; FF2 (the Famicom one, not the one that was released on the SNES) is notable for having a non-XP leveling system where stats increase based off what happens in battle. (Note that FF2 is *not* a good place to start in the series, and I wouldn't recommend FF8 as a first FF game either.) Interestingly enough, FF1's mechanics resemble D&D more than DQ1's; you will miss a lot at the start (like in most early WRPGs), and spells actually use saving throw mechanics (with attack spells doing half damage on a successful save).
wow, thanks for all the awesome feedback

this is more than enough to get rolling along

i really appreciate all the input

dtgreene: thanks for the detailed heads up, nice to know about potential broken chars. and how to avoid the pitfalls

goodaltgamer: i feel good now about basically jumping off at most any point based on the strong narrative. also i played a bit of icewind dale (did like 50%) and highly enjoyed it, also did BG1 (not yet two, dont ask why heh) and trying to plan a good time to break away and spend time with PST perhaps with the wife, as for the supplemental reading material, is any packaged with the gog releases like they have with extras for other games or will there be better sources online?

kmonster and Vyraexii: thanks for the recommendations, and i appreciate the info on the other series, ill definitely check that stuff out. and ill check out both mm2 and 3

thanks again
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triphopscott: dtgreene: thanks for the detailed heads up, nice to know about potential broken chars. and how to avoid the pitfalls
Thank you, but do you have any explanation for why my second post in this topic, which I put a lot of effort into, is "low rated"?
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triphopscott: dtgreene: thanks for the detailed heads up, nice to know about potential broken chars. and how to avoid the pitfalls
Here are a few other pitfalls for some of these games:

Curse of the Azure Bonds: Do not dual class right away, as the game throws you into a dungeon with no way to train to gain levels, and if you just dual classed, you will have a bad time and forfeit much of the XP you gain. (I consider this to be poor game design, much like the other pitfalls I mentioned.) Also, I don't recommend taking the same party through the series, especially since multi-class characters are good and fun in Pool of Radiance, but useless later on. (Taking your Secret of the Silver Blades party into Pools of Darkness isn't a bad idea, however.)

Might and Magic 2: There is one very nasty event (that the game gives you a non-specific warning about) that will ruin your party if you're greedy. If you think you might have hit that event, rest and check your stats before you save (resting is important, as the stat change won't be visible if you check before you rest; yes, the game designers were really evil here).

Might and Magic 3: You are probably going to want a Druid or Ranger in your party as only those classes can use the walk on water spell (which is important given that the world consists of islands in an ocean). Also, if you use certain mechanical devices in a strange high-tech underworld, you might want to check your stats (age in particular) before you save.

World of Xeen: Make sure your party has at least one Archer or Sorcerer, as the Teleport spell is mandatory and can't be used by a Druid or Ranger.

Bard's Tale series: Rogues are useless in 1 and 2, but mandatory (and useful) in 3. You need at least one bard or spellcaster in 1, at least one spellcaster in 2, and 3 requires a Rogue, an Archmage, a Chronomancr, and at least one of Warrior, Paladin, or Geomancer.

Final Fantasy: If you play the original NES version, be aware that each spellcaster can only learn 3 spells per spell level, and there are some spells that are defective due to bad programming (they either don't work, only work when used by enemies, or have the opposite effect). In particular, stay away from LOCK, TMPR, LOK2, SABR, and XFER, as those spells don't work properly. Also, AMUT, while functional (IIRC), isn't that useful because almost no enemies use silence attacks. I could also mentioned that the game isn't exactly what I would call balanced; Fighters are probably the best class, and Thieves are pretty much useless. (Note that the PS1 remake fixes the defective spells, and later versions drastically change the mechanics, fixing class balance but ruining the difficulty.)
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triphopscott: dtgreene: thanks for the detailed heads up, nice to know about potential broken chars. and how to avoid the pitfalls
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dtgreene: Thank you, but do you have any explanation for why my second post in this topic, which I put a lot of effort into, is "low rated"?
weird

im not super familiar with the forum system here, but i clicked on the + for them just now to help
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triphopscott: dtgreene: thanks for the detailed heads up, nice to know about potential broken chars. and how to avoid the pitfalls
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dtgreene: Here are a few other pitfalls for some of these games:

Curse of the Azure Bonds: Do not dual class right away, as the game throws you into a dungeon with no way to train to gain levels, and if you just dual classed, you will have a bad time and forfeit much of the XP you gain. (I consider this to be poor game design, much like the other pitfalls I mentioned.) Also, I don't recommend taking the same party through the series, especially since multi-class characters are good and fun in Pool of Radiance, but useless later on. (Taking your Secret of the Silver Blades party into Pools of Darkness isn't a bad idea, however.)

Might and Magic 2: There is one very nasty event (that the game gives you a non-specific warning about) that will ruin your party if you're greedy. If you think you might have hit that event, rest and check your stats before you save (resting is important, as the stat change won't be visible if you check before you rest; yes, the game designers were really evil here).

Might and Magic 3: You are probably going to want a Druid or Ranger in your party as only those classes can use the walk on water spell (which is important given that the world consists of islands in an ocean). Also, if you use certain mechanical devices in a strange high-tech underworld, you might want to check your stats (age in particular) before you save.

World of Xeen: Make sure your party has at least one Archer or Sorcerer, as the Teleport spell is mandatory and can't be used by a Druid or Ranger.

Bard's Tale series: Rogues are useless in 1 and 2, but mandatory (and useful) in 3. You need at least one bard or spellcaster in 1, at least one spellcaster in 2, and 3 requires a Rogue, an Archmage, a Chronomancr, and at least one of Warrior, Paladin, or Geomancer.

Final Fantasy: If you play the original NES version, be aware that each spellcaster can only learn 3 spells per spell level, and there are some spells that are defective due to bad programming (they either don't work, only work when used by enemies, or have the opposite effect). In particular, stay away from LOCK, TMPR, LOK2, SABR, and XFER, as those spells don't work properly. Also, AMUT, while functional (IIRC), isn't that useful because almost no enemies use silence attacks. I could also mentioned that the game isn't exactly what I would call balanced; Fighters are probably the best class, and Thieves are pretty much useless. (Note that the PS1 remake fixes the defective spells, and later versions drastically change the mechanics, fixing class balance but ruining the difficulty.)
cool, i appreciate all the tips, ill save the text for a games note file i have!
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dtgreene: About some other early cRPGs:

Ultima: Overhead view, less emphasis on combat (especially in the 4th game onwards), combat in 3-6 is on a grid (but you can only move one square per turn, making ranged weapons far more powerful than melee weapons). Series is sometimes too simulationist, with mechanics like needing food and (starting with 4) having to mix reagents to cast even the simplest of spells appearing. Ultima 7 is strongly overrated; the combat is trash and the game requires you to manually feed your characters (in a game with a terrible inventory system). From 4 onward, the games really aren't dungeon crawlers, even if you do have to occasionally go into dungeons.

Wizardry: First-person dungeon crawlers. Has healing issues similar to Pools of Radiance at first, but you do eventually get better healing spells, which helps. Game can be rather harsh, with perma-death (and resurrection can fail), enemies that can instant-kill as soon as the second dungeon level (in 1), and enemies that can drain levels from your characters (though, unlike in Pool of Radiance or Dungeon Hack, they are more of a late game thing). Do not start with 2, 3, or 4; 2 and 3 require importing characters from 1 (and 2 requires your party to be at least level 13), and 4 (which plays very differently than the rest of the series, with more adventure game elements and less RPG) was designed with the expectation that the player would already be an expert.

Might and Magic: First person perspective (like Wizardry), but the world is more open (like Ultima). Still more of a dungeon crawler, but there's an overworld, and exploration is not as restricted as in a typical JRPG. Sometimes you can even go into a high level area with a novice party and come out victorious, though you might need help from things like stat-boosting fountains (which are a staple of the series). Combat is actually best in 1 and 2; in 3-5, combat has been simplified and the game doesn't provide as much feedback (no damage numbers, for example).

Bard's Tale: Like Wizardry, but with an actual town (and wilderness in 2 and 3), and without some of the harsher aspects of Wizardry. You eventually get a cheap spell that fully heals the party, and the perma-death mechanics of Wizardry are not present (resurrection always works); level draining is still present. One thing to note: Avoid the DOS and Amiga versions of Bard's Tale 3; those versions have too many bugs to be enjoyable. (Stick with the Apple 2 or Commodore 64 version for that game.)

Wasteland: Overhead view, science fiction setting, and game mechanics that are not D&D-based. (They're actually similar to that of an obscure tabletop RPG called Tunnels and Trolls.) Skills improve through usage, though not all skills are balanced (some skills are only useful early, while others are only usable late game).

Dragon Wars: Quite different from Bard's Tale, less emphasis on dungeon crawling and gaining strength, more emphasis on exploration. One major difference is that treasure is found rather than won after battles.

Dragon Quest/Warrior: The oldest JRPG series out there. The very first game is open world, with the main barrier to progress being the strength of the enemies. You will need to spend hours leveling up (less if playing one of the remakes). The later games in the series take a more linear structure (though every now and then the linearity decreases). Many of the complexities found in early WRPGs are not present here; for example, there's no stealing, no aging (or level draining), and no attacking arbitrary townspeople (as you can in the Ultima series). Overhead perspective, even in dungeons. One difference between this game and most early WRPGs is that attacks usually hit, even early on; damage output, rather than accuracy, is the main offensive benefit of gaining levels. Note that, in DQ1, you only get one character; DQ3 gives you four characters, and you can create 3 of them (one of them is always the hero(ine).

Final Fantasy: The original is not too different from early Dragon Quest games, albeit more linear than DQ1. Magic system resembles Wizardry. Note that this series is famous for changing its mechanics between entries; FF2 (the Famicom one, not the one that was released on the SNES) is notable for having a non-XP leveling system where stats increase based off what happens in battle. (Note that FF2 is *not* a good place to start in the series, and I wouldn't recommend FF8 as a first FF game either.) Interestingly enough, FF1's mechanics resemble D&D more than DQ1's; you will miss a lot at the start (like in most early WRPGs), and spells actually use saving throw mechanics (with attack spells doing half damage on a successful save).
wow!
i love the break down! very nice! i am really blown away you took so much time, thank you so much
If you decide to try the Ultima series, I thought of another pitfall to avoid:

Ultima 4 through 6 will ask you a bunch of questions at the start. If it is your first time playing, do not choose the humble option when it comes up. Choosing the humble option will cause you to start with worse stats, and in Ultima 4, choosing it every time it's offered will cause you to play as the worst class in the worst starting location. (Note that this isn't just subjective; the Shepherd class really is the worst class, and was quite clearly intended to be.)

(Of course, if you decide to replay one of the games and want a bit more challenge, feel free to play as a Shepherd, but be warned that the start of the game will be rather rough.)