From: Albert P. <alb...@te...> - 2002-04-03 21:32:58
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Hi all, This is my first post about professions. Comments are welcome.=20 By the way, could somebody help me with a question?: Which is the = preferred method for posting? Plain text, HTML, PDF, Word document? *** INTRODUCTION Defining professions is a complex task, not because the professions = itself, but because they relate to many different things in the world. (a) First, they relate to NPCs, and should create a framework that = provides the building blocks for creating and managing NPCs. It includes = assigning skills to NPCs and giving certaing behaviours to the NPCs.=20 (b) Second, they relate to PCs. Even if the decided method for creating = PC is "classeless", a professions system should provide a "development = path" for PCs, and should provide motivation and lots of fun for = players. In my understanding, movitation is closely related to a problem = I have experienced when playing internet RPG: Because there are no = "real" objectives for players, the game becomes an "raise your skills = and buy better armor" game (a little bit boring for me...). Now lets say = that there is a "career plan" linked to a profession, that will give a = character wealth, power and status, and that jumping to the next step is = not related (or not completely related) to the skills level... It would = be far more funny, because professions themselve would generate = "personal quests" for characters. (c) Also, professions are closely related with economic system, because = at the end workers are the ones who produce goods. At the same time, = economic system is closely related to motivation... so it is a kind of = closed loop. (d) Last, it directly relates with skills. You need skill to have a = profession, and you can use a profession to raise your skill. OBJECTIVES Having said that, the objectives that the professions system will have = are: (a) To have a professions system flexible, extensible and easily = implementable. (b) To provide a system detailed enough to "define" NPCs and to link = behaviours to a given profession. (c) To desing a system that provides a "career plan" for PCs and NPCs, = introducing additional subtle relations in the world and "deflating" RP = in Arianne. (d) To link professions with skill development (this part is not the = core system itself, and should be done with the skills team). (e) To make sure professions system is aligned with economic and politic = (in particular) and RP (in general) systems. DESING DECISIONS Some initial design decisions follow. For sure I'w change and add many = during development of the system. They correspond to my initial = feelings. (a) Professions will be defined in a hierarchical way. It will be like a = tree, each level more detailed. It should allow an object oriented = implementation that takes full advantage of generalization (easy, = flexible and scalable). (b) There are many, many professions. I'w try to keep them as grouped as = possible to fullfill the stated objectives. (d) Professions system will include guilds description. (e) It will have 2 main dimensions: "Profession" itself and "Level" (ie. = for craft professions, level could be like "apprentice", "journeyman", = "master", "guild representative" and "guild master"). (f) Jumping from level to level requires both a minimum hability AND = some additional conditions (ie. upgrading from "squire" to "knigh" could = require both mastering fighting skills AND having a horse and a full = suit of armor). *** Thats all for now. I know it is very general, but I'd like to release = things as soon as available for feedback. The next post will deal with = the professions tree and the levels (at high level). Kind regards, Albert P=E9rez |