![]() Lucky enough I paid with Paypal and opened up a dispute with them. Luckily for some Steam has it's refund policy, but for people like me, I bought directly from the website so I had to fight for my refund. What happened was it all blew up in their faces and were left with no choice but to refund people. They didn't make their non-refundable policy clear at all because they had it mixed in with all the other stuff in their disclaimer. They essentially made it where in order to play the demo, head start, we needed to pre-order the game first so if you didn't like it then you were stuck. Coming out with a demo and then letting people pre-order after that would have been the smart move because it would have allowed people to make up their minds instead of locking them in to a game they may not like. They knew "exactly" what they were doing. So not only is it not what I want, but it can't be made into something I want. Story-telling is not what it is designed for and custom content is expressly forbidden. One of the strengths of NWN was its open-ness Bioware not only allowed people to publish custom content (new monsters, new tilesets, new races and classes, and so on) but actively encouraged it. NWN was about making up your own stories (people forget that originally NWN was conceived as a toolset, and the single-player campaign was written as an illustration of what you could do with it). SCL was promoted as a successor to games like BG and NWN, but it isn't and that in itself has disappointed some people. It would have been better if the SCL publicists had made it clearer early on, what the underlying assumption was but to be charitable, it probably didn't occur to them that not everyone who plays D&D plays it the way they do, so it didn't occur to them to spell it out. I'm getting the impression that there are people who only realised too late, after they ordered it, that it was also the wrong product for them too. That's not to say that it isn't useful and fun for other people, just not for me. For me, D&D is about collaborative story-telling and SCL isn't designed for doing that, so it's not very useful to me. It was obvious early on, when it was first announced, that the developers of SCL believed that "D&D is a game where the DM gets his kicks by killing the PCs." Once you realise that, a lot of the design decisions make sense. Indeed, it's because of that publicity that I haven't bought it and don't expect to. SCL hasn't disappointed me, nor do I feel that the pre-release publicity misled me. ![]()
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