## arianne-general

 Re: Re: [Arianne-general] Rules - Whitepaper - Into the Abyss... From: - 2003-10-18 20:51:50 ```Glen,=0A=0A>>It's better ;)=0Atnx :)=0A=0A>> I'm still going to wait on the= skills stuff before I comment=0A>> on it.=0Athat is the most complex part = of game-mechanics, so it will have to wait, at least until v. 0.4 or v 0.5.= =0A=0A>>Were you thinking of a scale with no numbers, but rather a=0A>>ran= king? Rankings could come with a few extras as well, such as being=0A>>reco= gnized a swordmaster or as an exceptionally pious cleric by those=0A>>with = some measurement of that skill, for example, without having to draw=0A>>you= r sword or perform a miracle. If you are a Master of a craft, there's=0A>>a= lways more to learn, and Arianne could keep track of its numbers=0A>>intern= ally without cluing the player in.=0AOne half is no exclusive for the other= . I intent to use a numerical value to represent the amount of training tha= t went into the skill/attribute, and to apply the random value to. But that= 's it, thereafter the game (and the player as well) will be presented the r= anking. In the next Version this conversion of number to ranking will be th= e major addition (besides the first attempt to name attributes), so please = be patient... :-)=0A=0A>>I suppose this would make it easier for a world de= signer to limit the=0A>>environment as they see fit as well, if the designe= r could assign a=0A>>maximum attainable value to a portion of the game. Psi= onics vs. magic=0A>>come to mind, or maybe nobody's figured out how to make= a pot that=0A>>doesn't break because the designer limited the pottery skil= l in the game=0A>>to 5% of the max. Then, someone who had an internal numbe= r of 5% would=0A>>see themselves as a Grandmaster Potter ;)=0A>>Just an ide= a, and not meant to spark arguments.=0AI'm not a friend of "artificial" or = arbitrary limits, but this I just say for other readers following this arg= ument. Your idea to give limits to the environment is good (and inevitably = logic), so it can and should be done by the gameworld- or story-designers. = But I would always consider a "natural" way of limiting, that is, by limiti= ng the access to NPC-trainers, than can help you access a given level of sk= ill.=0AThis of course means that in Arianne progress in a skill without app= ropriate trainer - or literature, if applicable - should be *slow* (skills = with the possibility for hands-on-experience nonwithstanding).=0A=0A>>Were = you thinking of implementing the Ki system from Bushido?=0AThe designers of= "Bushido" also worked on the StarWars(tm)-RPG, and that is not random at a= ll: George Lucas thought of Samurai when designing the Jedi.=0ASo inviting = the designers of a Samurai-RPG to the StarWars-RPG-team is an act of necess= ity in the end.=0A(uh, forgive my phrases, I'm not a native speaker... *<:-= )=0ABut this also makes this KI-system specific - it's Zen-Budhism molded i= nto RPG-rules. I'm still working on a more general concept, and so are as w= ell looking for a more "general" term for it (hint, hint).=0A=0A>>I'm think= ing you might want to make that "punished...or rewarded" to=0A>>the karma p= art. That could be a very nice PK deterrent, too, if they=0A>>got progressi= vely crappy characters. Eventually, they wouldn't be able=0A>>to get a char= acter that COULD kill another!=0A=0APK is a phenomenon that is internet-spe= cific. While strolling through some internet-cafes I often encountered PKs.= Think of them as the same kind of young, bored kids that you call "script-= kiddies".=0ABut I agree to some other designers: PKing is a biased term - t= he same kind of people can be quite usefull - as "villains"...=0AWhen the w= hitepaper has reached 1.0-status, you will see that I have a system in mind= , that makes killing player-characters against the will of the players impo= ssible - and this also makes the term "PK" inapplicable. Hint: Watch the se= ction on "luck" closely.=0AI don't like punishing as well (and try to stick= to that principle at educatiing my children as well, so I know the limits = of this principle all too well. Well... ;) - Karma should mainly be a tool = to *encurage* some specific kind of behaviour. This could i.e. mean request= ing players to produce "villains", that attack player-characters on purpose= , and to award the players of such "villains" with Karma. This touches stor= y-design in Arianne, and as this is on schedule for a very late version of = the whitepaper, please bear with me for not working out this at this stage = of the document.=0A=0A>>Random thoughts.=0AMy style of thinking... %)=0A=0A= Ragnar_GD=0A=0A=0A-- =0AGratis: =0ANokia Handy (bei Abschluss eines 24 Mon= ats Vertrages) + =0Ad-Box 1 + PREMIERE START ! Hier bestellen =0Ahttp://ww= w.freenet.de/tipp/shopping/handy_aktion/index.html ```