Posted February 07, 2016
![Brasas](https://images.gog.com/0beb6642bde53b0a76e029adc4c4869ec15f3e6cd7a05aa082eb26fdbe7ae5e4_forum_avatar.jpg)
Brasas
Abrasive Charpit
Registered: Dec 2010
From Poland
![timppu](https://images.gog.com/27a38075b39196b7c723f8e05f687f831432657aed353eb2a8014101f03b855f_forum_avatar.jpg)
timppu
Favorite race: Formula__One
Registered: Jun 2011
From Finland
Posted February 07, 2016
![avatar](http://images.gog.com/bd6fd6a36b67959f4fe0dff9c6c7a27aaa51a82a708d1f9216856bf05e7ebd70_avm.jpg)
- lack of automap (at least if it is a first-person view RPG), even expecting you to draw a map on a graph paper yourself, or otherwise wander aimlessly in a mazy dungeon.
- no quest log, meaning either you had to have an exceptional memory to remember what you were supposed to do next and which quests were already done, or write them down yourself. Actually I had to do that also in Baldur's Gate and maybe Icewind Dale, as their journal system was not very good for tracking unfinished quests.
- in some real-time first person CRPGs (like the Ultima Underworld games, TES: Arena/Daggerfall etc.), clumsy controls.
By the way, System Shock (the first one) isn't really a CRPG, but more like an action-adventure. System Shock 2 has some CRPG-like features in it though.
EDIT: Pay extra attention on creation of your character/party in the beginning. CRPGs like to pretend that you have a freedom to choose whatever kind of character or party you have, but the game may become nearly impossible if you make poor choices in character/party creation.
Also reading some FAQ from http://www.gamefaqs.com may be helpful (even for character creation), and learning some tips like that in TES Arena/Daggerfall it is a good idea to add skill points to Endurance as early as possible because that attribute decides how many extra health points you will get during level ups. So if you have levelled up to say level 20 with poor Endurance, then you will have much lower HP than you would have if you had invested on Endurance early on, and the game will become much harder and/or tedious to play due to constant need for resting between fights.
Also those games partly randomize how many extra health points and level up points you get during a level up, so it makes sense to try the level up as many times until you get good points for both. I wish they didn't have randomized shit like that that promotes constant save/reload, just because.
Post edited February 07, 2016 by timppu
![Erich_Zann](https://images.gog.com/bc2a2a18abe25ee77c3c6531f301f92135f3a2f498e0814ac3b969e9c528f6bc_forum_avatar.jpg)
Erich_Zann
Turn-based
Registered: Nov 2008
From France
![timppu](https://images.gog.com/27a38075b39196b7c723f8e05f687f831432657aed353eb2a8014101f03b855f_forum_avatar.jpg)
timppu
Favorite race: Formula__One
Registered: Jun 2011
From Finland
Posted February 07, 2016
![avatar](http://images.gog.com/695e6dd1ae067297d5da46d3ef9e53279f4fed1957a3939d224a0d8e8a0beca3_avm.jpg)
Also disable party AI, it is better to tell yourself what exactly you want each party member to do.
And remember you can also pause the combat any point yourself too, with the space bar. I hardly ever needed to do that though with the aforementioned autopause options enabled.
Post edited February 07, 2016 by timppu
![MaximumBunny](https://images.gog.com/d52debd3faeda1f6480e9e70cbed6f079a796e8b3fbf50e3fa44bee7bf5aca0e_forum_avatar.jpg)
MaximumBunny
(/(⌐■‿■)
Registered: Apr 2012
From United States
Posted February 07, 2016
Patience.
The learning curve isn't difficult. It's learning how to be patient that is. You have to have an appreciation for text and the slower pacing. New games try to rush you into the world as the all powerful player. But in crpgs you're just someone in the world until you get the best gear and spells.
The learning curve isn't difficult. It's learning how to be patient that is. You have to have an appreciation for text and the slower pacing. New games try to rush you into the world as the all powerful player. But in crpgs you're just someone in the world until you get the best gear and spells.
![Falkenherz](https://images.gog.com/e86983ffb82d0f303c4bba333a587b99fdd26e4287a442e5aeab7043f6c02084_forum_avatar.jpg)
Falkenherz
Child of the Sun
Registered: Apr 2012
From Germany
Posted February 07, 2016
- Forgot to hold onto that seemingly insignificant item 10 gameplay hours ago? Well, bad luck! Without it, you won’t be able to finish the game anymore.
That’s one of the reasons why I usually play older CRPGs with a walkthrough by my side. After finishing an area in the game, I then consult the walkthrough if I missed something or did something wrong.
That’s one of the reasons why I usually play older CRPGs with a walkthrough by my side. After finishing an area in the game, I then consult the walkthrough if I missed something or did something wrong.
![timppu](https://images.gog.com/27a38075b39196b7c723f8e05f687f831432657aed353eb2a8014101f03b855f_forum_avatar.jpg)
timppu
Favorite race: Formula__One
Registered: Jun 2011
From Finland
Posted February 07, 2016
Yeah, it seems I need to be extra careful in e.g. Daggerfall not to lose some quest items. Maybe the manual mentions why some letters etc. have a green background, are they quest items, or what? Now I have several letters/books in my inventory because I am afraid to sell them.
It should always be so that you can't get rid of quest items, not selling or dropping them by mistake. Or the very least it should clearly say which items are such important quest items. I have no idea why some CRPGs allow that, it does nothing positive to the gameplay IMHO even if someone might want to argue that a true RPG should allow you also to destroy your chances of winning the game accidentally (or by purpose, but then why would anyone want to do that?). Freedom of choice, schreedom of schoice...
It should always be so that you can't get rid of quest items, not selling or dropping them by mistake. Or the very least it should clearly say which items are such important quest items. I have no idea why some CRPGs allow that, it does nothing positive to the gameplay IMHO even if someone might want to argue that a true RPG should allow you also to destroy your chances of winning the game accidentally (or by purpose, but then why would anyone want to do that?). Freedom of choice, schreedom of schoice...
Post edited February 07, 2016 by timppu
![DaCostaBR](https://images.gog.com/aca604a8d8ec05151b28933ce63eb6b6edf4a99680e40aaf2f2d0d62895e9ec3_forum_avatar.jpg)
DaCostaBR
Dayman: Fighter of the Nightman
Registered: Sep 2012
From Brazil
Posted February 07, 2016
![avatar](http://images.gog.com/695e6dd1ae067297d5da46d3ef9e53279f4fed1957a3939d224a0d8e8a0beca3_avm.jpg)
![avatar](http://images.gog.com/71d34ed22371b190b9e805eec7e826c76bbedd844982499e939f0631506fdbfd_avm.jpg)
Also disable party AI, it is better to tell yourself what exactly you want each party member to do.
And remember you can also pause the combat any point yourself too, with the space bar. I hardly ever needed to do that though with the aforementioned autopause options enabled.
Turn-based games like Fallout and XCOM, with their action points and clearly defined hit chances, feel like you have more direct control of the outcome of encounters. At least comparing the introduction sections of both types of games.
![misteryo](https://images.gog.com/01a8cbec8fad030ac2b5671cc7807d709b21d541c8f38d83475369ed8e6d9567_forum_avatar.jpg)
misteryo
you are required to own on gog
Registered: Sep 2008
From United States
Posted February 07, 2016
The biggest hurdle for me when I go back to older crpgs is the UI.
UI design has improved so much in 30 years.
UI design has improved so much in 30 years.
![Tarm](https://images.gog.com/43e1f6f07929be2ce439600d9145464a3a35c3e64f2831da02cc3eb33e60e83c_forum_avatar.jpg)
Tarm
MK III
Registered: Sep 2008
From Sweden
![VanishedOne](https://images.gog.com/58958f0ad44f6aeeeb583f6c5f170b2623839d80f66e3412d3d13d483df109a5_forum_avatar.jpg)
VanishedOne
Registered: Dec 2012
From United Kingdom
Posted February 07, 2016
![avatar](http://images.gog.com/71d34ed22371b190b9e805eec7e826c76bbedd844982499e939f0631506fdbfd_avm.jpg)
Also disable party AI, it is better to tell yourself what exactly you want each party member to do.
And remember you can also pause the combat any point yourself too, with the space bar. I hardly ever needed to do that though with the aforementioned autopause options enabled.
![avatar](http://images.gog.com/695e6dd1ae067297d5da46d3ef9e53279f4fed1957a3939d224a0d8e8a0beca3_avm.jpg)
Turn-based games like Fallout and XCOM, with their action points and clearly defined hit chances, feel like you have more direct control of the outcome of encounters. At least comparing the introduction sections of both types of games.
BG does have clearly defined hit chances, but you might want to activate display of dice rolls in the combat log. The initial brutality comes from the fact that it starts you at level 1 without a full party--especially nasty if you're a squishy class using melee weapons.
![Ultra_DTA](https://images.gog.com/8b29e65c83fc48aa100502c24c9b22948af84649ac7c6c0b91d727258f5b7441_forum_avatar.jpg)
Ultra_DTA
Mastermind
Registered: Mar 2014
From United States
Posted February 07, 2016
It seems that walkthroughs/guides aren't nearly as frowned upon as I originally had thought. I guess I always felt like that was "cheating", but then again, I didn't grow up playing difficult old CRPGs.
![Nirth](https://images.gog.com/d5b8e25ed11f2576ac652b018c8fd1db312cace3892e8b94faa1d673820b204d_forum_avatar.jpg)
Nirth
GFN / VR / Switch!
Registered: Oct 2010
From Other
Posted February 07, 2016
![avatar](http://images.gog.com/bd6fd6a36b67959f4fe0dff9c6c7a27aaa51a82a708d1f9216856bf05e7ebd70_avm.jpg)
I would avoid a walkthrough though since they basically tell you how to play in details rather than merely giving some early pointers to make it more accessible when you are new. You could try this too if you get stuck, I've heard good things about it: Universal Hint System.
![Tarm](https://images.gog.com/43e1f6f07929be2ce439600d9145464a3a35c3e64f2831da02cc3eb33e60e83c_forum_avatar.jpg)
Tarm
MK III
Registered: Sep 2008
From Sweden
Posted February 07, 2016
![avatar](http://images.gog.com/bd6fd6a36b67959f4fe0dff9c6c7a27aaa51a82a708d1f9216856bf05e7ebd70_avm.jpg)
![avatar](http://images.gog.com/d5b8e25ed11f2576ac652b018c8fd1db312cace3892e8b94faa1d673820b204d_avm.jpg)
I would avoid a walkthrough though since they basically tell you how to play in details rather than merely giving some early pointers to make it more accessible when you are new. You could try this too if you get stuck, I've heard good things about it: Universal Hint System.
![ComatosePhoenix](https://images.gog.com/f3da937802344d9cd6d551852251bf021c2821f721c736303582431ed0b3defe_forum_avatar.jpg)
ComatosePhoenix
New User
Registered: Nov 2014
From United States
Posted February 07, 2016
![avatar](http://images.gog.com/71d34ed22371b190b9e805eec7e826c76bbedd844982499e939f0631506fdbfd_avm.jpg)
It should always be so that you can't get rid of quest items, not selling or dropping them by mistake. Or the very least it should clearly say which items are such important quest items. I have no idea why some CRPGs allow that, it does nothing positive to the gameplay IMHO even if someone might want to argue that a true RPG should allow you also to destroy your chances of winning the game accidentally (or by purpose, but then why would anyone want to do that?). Freedom of choice, schreedom of schoice...
I actually like that about daggerfall, you can actually fail quests and not be forced to reload.