> I define a story as something that has a defined (and definite) ending, to which the main characters and the reader is weld by the author.
> We are talking about meta-gaming, to say it precisely. A "big", strategical game, that happens in the gameworld. Open ended! It would feel like a story *afterwards*, but while going on, it is a *very* *pure* *game*... :-)
Agreed. And thats what I ment. We would create the events leading up to the "story"(feeding players information or stuff through npcs or some other way) and allow players to take control, writing their own story and end. Then the we would have to step in and update the server accordingly. Thats just things we start. I'd love to see players start wars. I would love to see a place where two guilds or clans at war actually means something other then a few organized duels or random pkings. To me a war should have some effect on everyone.
> Titles should mainly be what they are in reality: Social, and not technical. What is a master-Armourer among humans, may be a "god" in Neanderthal...
> But, yes, GIVE ME THAT GODDAM TABLES OF YOURS! I'll use it. Or perhaps you should be writing that tables for me instead? :-)
Sadly there was no actual table, just a bunch of talking. We had come up with two ways to deal with this, one just like you have right now. The other one, the one I was pushing for worked like this. You go to town A and go to the town gaurd leader NPC. If you meet the requirements you would be offered a job as a soilder of town A. Their title would be Player, Solider of town A. If the player fufilied the duities of his job well, he might be promoted. If he didn't he ran risk of loosing his job. In for doing his job the player recives pay for doing it and a chance of a better title. This also works as social reasons. If town A is known for its wonderful archers and town B is known for its horrible archers, the title Player, Master Archer of town A means a lot more then Player, Master Archer of town B.
> >>2.2 Attributes: I think you have everything covered, although for some reason I want to
> >>see some sort of magic/psi attribute here.
> I haven't written it down yet, but it is already done. The "magic"-attribute is already there, you just can't identify which it is. My idea how magic should work for a general system that is not specific to any special mythos has to be somewhat "realistic". Just wait, it will come within the next weeks. Version 0.8 will have everything in it, thereafter I will just do polishing... :-)
.8? I can't wait that long!! hehe. Ok. I'll wait. I actually figured I'd get a response like this. You seemed to to have everything else planned out.
> >>2.3 Skils: I like skills. Lots of skills.
> Yeah, me too. :-)
> >>I like your mulitple use of skills and love your "rolling the dice" method. One little comment,
> >>perhaps the dice should change in size depending on different situations.
> Perhaps, yes, but that would make skills and actions unequal - without making sure that we are competently acting on it. See, how much do we *really* know about "Armour-making", "bloody swashbuckling" etc [...] Trust me... for now... :-)
Ok. I will. Most of the things I was thinking of that could increase or decrease the dice size could just as easily be represented by an increase on either side of the two checks.
> >>3.2 Ki: I got confused here [...]
> Yes, and it is entirely my fault. You really hit home here! :-([...]
> ...and please don't ask me what a fu**ing "kuxtlu" is, I don't know, either.
That was going to be my first question too :) I figure it was just a typo and just making sure. Again, the system is something that I was expecting.
> >> What do we do then? do we get our chacters stuck in the medievil ages for ever or do we >>update it and allow them to go through modern and even future times.
> Big risk, yes. This really is a task for "plot"- (or story?)-design.
> You don't know yet, but consider it your fate to belong to the first ones who will find out... ;-)
Cool. Ok. I like the idea of the world evolving through time. I only asked to make sure we were on the same page.
> >>4.2 Character Aging: I like the idea of an aging world. I do see a few problems. [...]
> Say, you really have the habit of getting right onto the you most delicate issues! :-)
I try :)
> Dealing with this in a very new way is my *very* reason to be woking on a roleplaying-game at all. I' very serious on this. I just don't want to say this in three lines. See my next mail, which will deal with this "problem" in depth.
> Ok. I'll wait with much curiousity.
> >>4.2.1 Offline traning: I love this, but we have to make sure that the result isn't so great
> >> that we have people farming characters offline. [...]
> I really *want* players to do training (or call it farming, doesn't matter for me) characters offline. [...]
Ok. I see what your saying. Since characters will actually slowly become weaker, farming characters offline will be a less viable action. It seems to work for me. I've just had bad experiences in games when its all about abusing the system to get maxium goods. As far as playing the game just to get "experience" the way I see it every action should increase the player's abilities. Fighting increases fighting, making armor increases amory skills, etc.
> >>1. Evovling monsters. We have to keep track of the monsters stats in the field one way
> Every creature will be treated alike, be it human, rat, elephant or dragon. Same rules apply to everyone under the sun (or the moon, if you like it to have it that way... :-)
I've always wanted to see a monster in a newbie area get big and scary. Or any monster. At any rate, evolving monsters will add to the idea of an evovling world.
> Perhaps you got something wrong here: The implementation-paper just describes what of the design-paper gets (or already got) into the prototype first. It's a technical document, for real.
True, true. I was in a hury typing that email and couldn't remember what he asked for. I am now revising those requests as "my hairbrained ideas that I hope make it into the game"
> I really like how much we share the same vision here. It will be tough, long and tedious work until this things see the light of day, though, if ever.
We can make it. We just have to keep up this same spirit.