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Chris Avellone, the best talent they had

Some of his Pillars characters are written like shit though. Overall overhyped. And a kitty.

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Imagine judging him by his work on Pillars of :marseylongpost:. He was just phoning it in by then.

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It's the game where I know what he wrote. In other games it's an obscure "writer" role.

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Planescape: Torment was his baby. That's all you need to know.

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So his world building is shit?

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He made the game not the Planescape setting, r-slur. :marseyeyeroll:

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That was my point. His world building is shit, so he has to use an IP created by other people

So he cannot create worlds (PS:T) nor can he write single characters (pillars 1). Not much left. Over arching stories or "idea" guys are not unique.

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Or maybe TSR wanted Interplay to use their existing D&D setting to drive up book sales, not invent their own. I bet you're not even arguing in good faith.

:marseysmughipskorean:

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That's a good point with TSR. It's almost true and I give you that point. "Chris Avellone: Boring answer, but here it is: Interplay had the license [ ...] The setting and engine was dictated to us" src (small sidenote: TSR was bought by wotc in 97, game was released in 99, so tsr was on its deathbed and didn't have any say in anything).

I definitely argue in good faith that Chris Avellone is overhyped.

Since you love PS:T so much, what about Tides of Numenera? Why is Avellone's work in Cook's universe not praised as much as Avellone's work in Planescape?

edit:

that rpgwatch article is a really good source. It links to Ravel_First_Draft.doc written by Avellone which has 19 pages. The Ravel_Final.doc has 124pages and Avellone states in the interview that it was written by others. Not saying he isn't a good lead designer/writer, but most of his accolades is coming off the work of others.

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