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RSC Interviews Jon Kromrey: Main Producer of Pool of Radiance II

You made it to the interview! The interview is split into 4 categories:

The Game:

RPG: First of all, thank you for taking time out of your busy schedule to do this Q&A, we really appreciate it.
I'll start off by asking why there isn't an official site up for POR2? Thus far, we have only seen the little site over at Wizards of the Coast, but when can we expect an official site?

Jon Kromrey: An official site is in the works. Right now were going over the design and the content as well as a time line for updates.

Manipulate items at your will. Pushing the table, an exclusive screenshot for RPG!RPG: Tell me a little about the game engine, and what makes it different from the Infinity Engine used for Black Isle's games?

Jon Kromrey: The new Pool of Radiance engine is created by Stormfront Studios and uses (for the first time in a D&D game to my knowledge) full 3D character models with a state-of-the-art animation system, exquisite hand-rendered 2d backgrounds, and an interactive environment. This engine is like no other that's come before, and it adds an incredible amount of realism to the game...
The characters look more realistic in the movements; no click-stop animation like in Diablo 2 or in BG -- you can see them breathe, and after running they breathe faster --  the environment is interactive, meaning that you can push a crate to block a door to keep your enemies at bay (like in a real D&D game), your character can step on a table and thus get the elevation bonus to hit (+2), and so on.

RPG: So, what's the story of the game, it's reason for being? Also, why is it taking place in Myth Drannor?

Jon Kromrey: When the project was initiated, I came on board and laid the groundwork for its setting in Myth Drannor and linked to New Phlan, the original site of the Pool of Radiance. Myth Drannor is, in my mind, the Camelot of the Forgotten Realms.  I chose it as a setting for the game because of it is a place where ancient ruins, mystery, magic, and extreme danger go hand-in-hand.... what better place to have a great RPG? In addition, Myth Drannor is an Elven city which was destroyed hundreds of years ago by an invading Army of Darkness. No other city in the Forgotten Realms could compare to Myth Drannor at its height.  It was infused with magic, and in fact had and still has a powerful magical sphere surrounding the entire city called a Mythal.  It was a place where elves, humans, halflings, and dwarves co-existed in harmony and was a center for learning and studying magic.  Now, hundreds of years later, the ruins are overgrown with vegetation, infested with the deadliest of monsters, and riddled with pockets of ancient weapons, magics, and artifacts.

RPG: Will the game be using the D&D 3e rules like Neverwinter Nights? With a probable release date somewhere around fall 2000 it would be a logical choice. This would seem like a great way for TSR to publicize the new edition of the gaming system.

Jon Kromrey: I was a guest speaker at Gen Con 99 and announced that Pool of Radiance will be the first computer D&D RPG to use the new Third Edition Rules. We plan to release the product worldwide soon after the new 3rd Edition books appear at Gen Con 2000. TSR is very excited about this product and has several publishing plans. In addition to the PC game, there is a novel version in the works, as well as a possible 3rd Edition Quick Start book based on the game.

The Graphics and the Environment:

RPG: How does the game graphics differ from other games? We have only seen a couple of screenshots, and it looked great. But what about the colour depth, resolution and in-game scenes? Is 3DFX incorporated in the game?

Jon Kromrey: Simply put, the graphics for Pool of Radiance will be stunning. The use of the 3D art and animations make the characters come alive, and also allows us to do BIG monsters... more than half of the screen big. Were generating the art assets in 24-bit color and the resolution is 800x600. 3D accelerator cards are required, the minimum being a 12 MB Voodoo 2 class card. This includes Riva TNT, Matrox G200, and 3dFx Voodoo 2.

RPG: Will the world be one huge scrolling area, or several areas linked together by an overall map?

Jon Kromrey: I'm happy to say that the overland world will be one huge scrolling area, about 200-500 screens (according to my estimations). This does not include all of the dungeons and secret places either.

RPG: How interactive will the environment be? Could you give us a couple of examples of how objects and locations can be manipulated by the player?

Jon Kromrey: For reasons of game design and complexity, the environment will not completely interactive. Tables, boxes, benches, and other items will be able to be manipulated by the characters in a variety of ways. Different items will be available in different places, and used in not always the same way

RPG: Is POR2 a very linear game, or is it the pace of the player that decides the action? How much freedom of plot-development is there in the game, and will there be different ways to complete it?

Jon Kromrey: From the beginning we've designed the story to be non-linear. As the characters progress through the adventure there will be few critical path quests and a plethora of smaller quests through which the player can garner new clues as to the mystery of the Pool, and what's behind it all...

Gameplay Questions:

The characters will all be very detailed and very different from each other in appearanceRPG: Party-creation: Will it be like Baldur's Gate where you create one character, and the rest is NPC's, or will you be able to create your entire party from the get-go?

Jon Kromrey: You will be able to create your party of 4 characters from the get go. As you adventure you can add 2 NPCs to your party for a total of 6 characters. I may add here, that once an NPC joins your party you are in complete control of that character... no backstabbing allowed ;).

RPG: What kind of character-classes will be available, and which races? Will the player be able to have an Orc or a Sea Elf in the party? And how about a Kobold Wildmage?

Jon Kromrey: The goal of Pool of Radiance is to go back to the basics of Dungeons and Dragons, and at the same time be true to the setting... Myth Drannor is a wild and extremely dangerous place... you won't find a Paladin there, nor will you find a tavern on the corner teeming with mercenaries for hire. The basic classes and races will be supported, along with the new 3rd Edition race of Half-Orc and classes of Barbarian and Sorcerer.

RPG: Will there be NPC's who can accompany your party, and will high-level characters attract followers?

Jon Kromrey: Yes. There are several NPCs the party can choose from. Because of the nature of the ruined city, however, there are not enough followers to be attracted to the heroes (probably would have gotten eaten by a Baatezu or Phaerimm).

RPG: Do NPC's and monsters have their own plans and agendas? Does the game-world move without the participation of the player, thus creating a more realistic gaming experience?

Jon Kromrey: For reasons of story pacing and background, each NPC has a mysterious background and secrets about Myth Drannor. It's up to the player to ask the right questions and seek out the right clues. Some NPCs move around to different locations at different times.

RPG: An essential part of every CRPG is combat. How does combat work in the game? Will it be traditional turn-based AD&D, or real-time, or maybe a mix of both?

Jon Kromrey: Combat will be a unique mix of both real-time and action-based combat that will appeal to both single and multi-players. Using the new 3rd Edition initiative rules, the characters will have a timed-initiative action phase (similar to Final Fantasy) which allows the player time to choose his action and strategize actions during combat (attack, move object, defend, bind wounds, cast spell, etc.). Each character has a certain time to act, and then the next character (or monster) goes. The time to react is adjustable by the player (or host) so the novice players can take all of the time they want, and expert players over the internet can react quickly (not waiting for someone to make up their mind)... all this mimics the natural play order of the paper D&D game. If a player does not make his decision in time, then the character automatically takes a "defend" order and the combat continues.

The character-sheet looks really good at this pointRPG: How important is combat for completion of the game? Will it be as common as in Baldur's Gate, or are you going for a more dialogue/role-playing based game?

Jon Kromrey: As RPGers ourselves we want our cake and the chance to eat it too... in short, both. We like having a lot of action in the game and the chance for our characters to advance in experience and get magical items. At the same time, we like adventuring in the unknown and seeking out answers to the mysteries laid before us. We're putting a lot of what we love most about RPGs into Pool of Radiance.

RPG: Many of the up-and coming CRPG-titles have been accused of being too close to one game or the other. What  makes Pools of Radiance II different, and what features does the game have to back this up?

Jon Kromrey: Several items make Pool of Radiance stand out: the character animation system, the fact that we have an interactive environment, large creatures with never-before seen D&D monsters, and the fact that we're continuing the legacy of the AD&D Gold Box Games. Multiplayer:

RPG: Many of the grand role-playing games of the recent past (Fallout, Baldur's Gate) have not been very multiplayer-friendly. How will Pools II manage on the increasingly larger multiplayer gamers? Will it be able to compete with games like EverQuest, Neverwinter Nights and Acheron's Call, or will it be geared more towards single-player?

Jon Kromrey: As a major difference from Baldur's Gate (which was single-player only up until it's last few months) we've designed Pool of Radiance from the beginning to be a fun game for both Single and Multiplay. The combat system is one aspect we feel will make it fun for both single and multi-players, and in addition, we have some secret aspects for Multiplay that will not be in the single play game, but for now my lips are sealed ;).

RPG: Will the maps/dungeons vary from game to game in multiplayer-sessions, or will locations be fixed, with different encounters instead?

Jon Kromrey: There will be some differences... I can tell you more in a few months.

Tidbits:

RPG: A lot of people have been speculating as to how you will implement the Dead-Magic Zones. Will wizards become ill while being in one, and how do NPC's and monsters react to these places?

Jon Kromrey: Magical Dead zones have been removed from the game.

RPG: Will POR2 support SoundBlaster Live and other 3D soundcards?

Jon Kromrey: At this time I can't list specific cards, but yes, we will support 3D surround sound.

RPG: Wasn't Pools of Darkness in reality the sequel to Pools of Radiance? Why not just call the game "Ruins of Myth Drannor" instead?

Jon Kromrey: The Pool of Radiance game was the first in the series and for many people, was their first D&D computer RPG. We feel that retaining the title adds strength to the product.

RPG: Are you creating new monsters and spells for the game to go with the traditional ones?

Jon Kromrey: Yes.

Finally, an AD&D game with living, breathing DragonsRPG: Will there be dragons? And if so, are you able to fight them?

Jon Kromrey: Yes. You will probably not survive, but you will definitely be able to fight a dragon.

RPG: Will we be seeing any famous Realms personalities who live in the area in the game? People like Elminster, Manshoon and The Knights of Myth Drannor?

Jon Kromrey: Yes. Can't say much more at this time.

RPG: Non-Weapon Proficiencies and Two-Weapon style has been missing from all the recent AD&D games. Any luck we will see these features in POR2?

Jon Kromrey: We're looking into it and would very much like to support this feature.

RPG: Thank you very much for your time. We really appreciate you taking time to talk with the little people. It was a pleasure doing this interview.

Made by Søren Kristensen, for RollespilCentralen. Released 11th October 1999

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