To up the chances for this project to survive, I suggest you/we/whatever start small. Pick a simple yet complete concept and find the most important mechanics to implement that. When that core works you can add more stuff.
tdb wrote:Kryigerofe suggested a settler concept where the players would set out to inhabit a new continent. This would be good to explain the appearance of new players (new settlers arrive on ships) and it would be easy to keep the number of NPCs relatively low. On the other hand, it pretty much disallows any sort of pre-existing countries and nations.
Check out Saga of Vinland for a more detailed description of one possible fantasy settler concept. That was meant to be a NWN2 world, though - your project doesn't have the downside that it has to look medieval. We could even make it the settlement of Americas (read Orson Scott Card if you think that rules out magic and fantasy).
It's true this concept would rule out big and finished nations in which PCs can belong. It doesn't rule out:
a) NPC nations such as Native Americans
b) different settler nations such as the English, the French, the Dutch, the Spanish...
tdb wrote:If you have your own world concept, do tell. I don't necessarily use any single world concept verbatim, but possibly use elements from multiple ones. The settler concept could be combined with an "old world" for example, with a distance too huge for even the most powerful magic, so it would take players a week of realtime to travel between the two...
I suffer from the all-or-nothing disease. I believe the game's core concept should be compact and complete, and everything else should either support it or be moved to a different game.
Here are a few comments on your rules:
tdb wrote:No numeric values visible for players, unless they can be measured in-game
(1 kg chunk of metal etc).
Would you be using adjectives instead or completely hiding the numerical mechanics from the players, letting them estimate their skills based on their prior performance? The latter might actually be interesting and even bring some sort of realism.
tdb wrote:Weather that actually affects the game mechanics.
This would be relevant if the game is focused on, say, farming, very tactical combat or... maybe sailing. If it's there only to add a -1 to the arrow rolls in the regular D&D style combat, then it's not worth implementing IMO.
tdb wrote:Cycle of day and night, compressed to 2 hours.
Pretty standard, I suppose, though as far as I know people (even roleplayers) hardly ever care about the time of day when they decide what they do. It also results in conversations lasting for several days in a row.
tdb wrote:Sense of distance, no instant traveling between remote cities via conventional
means.
I'd like this. Though there should be some ways to make travelling interesting so people won't just log off (or multitask if that's not possible) while doing it. Maybe some random encounters (other than random attacking monsters) and definately the ability to talk with your group.
tdb wrote:Possible to buy a private apartment or house. Others can't get in without
invitation.
Ruling out thievery? A good call if that's not the focus, since I understand thievery can cause a lot of OOC trouble.
tdb wrote:Need to camp / get a room at an inn / go to your apartment to log out. Camp is possible to spot with high enough skill, but is untouchable.
Automatic camping on client disconnect? Are there uncampable places?
tdb wrote:Base physical abilities: strength, stamina, agility, dexterity
Base mental abilities: intelligence, memory, wisdom, perception
Vast amount of skills, grouped in a tree. Possible to get a quick glance at
a group of skills as whole, or a detailed view of the individual skills.
Skills benefit from each other.
Vast amount of skills suggest a vast amount of game-mechanics to make those skills useful. I'd rather have the exact amount of skills needed for the game mechanics in place. (And the exact amount of game mechanics to implement the core concept.)
tdb wrote:Improve skills by training. Possible to teach skills to others up to 80% of
own skill.
Would training be time-based (Seed/EVE) or would you have to stand around beating some dummy? The same about teaching: would you have to stand around doing some repeated teaching actions or would you just set some sort of a teacher/student relationship and have it take effect over time?
What would be the most efficient way to train skills? I hope it's not killing huge amounts of animals/bandits/monsters. Personally I like time-based systems, because they don't cause such huge caps between the skills of the more regular and less regular players.
tdb wrote:Degradation when not used for a long time: down to 1/2 of highest value.
Relearn at triple speed.
Please use this only if skill training is also time-based. Grind-based skill learning combined to time-based skill degradation is like two punches in the face of the less regular player.
tdb wrote:Appraising: weapon, armor, jewelry
Relevant if trading varieties of different items is central to the game concept.
tdb wrote:Different types of magic: runic, spiritual, elemental
Here, I believe, you're designing the world from the wrong end again. First decide what the world is all about, and only then think about what magics (if any) fit in there.
That said, some sort of a ritualistic magic system might be great for RP...
tdb wrote:*** Items
Work quality, material quality.
Item durability
*** Crafting
Crafting items takes time.
Quality of tools affects work quality to some extent.
May be rushed for up to 1/3 time reduction, with a proportional penalty to
resulting item work quality.
Items are assembled from components (axe = handle + head + some string). Some
can be disassembled, with possible loss of some components (string has to be
cut).
Some materials can be recycled. Metals can be molten down to bigger chunks.
Wood can only be reused for smaller items. Material quality decreases slightly
when recycled.
Possible to increase material quality by refining. This also decreases the
amount of the material.
Metals can be combined to form alloys.
Possible to make a poor item out of excellent material through shoddy
workmanship but not the other way around.
Great ideas for a game with a strong crafting focus.
tdb wrote:*** Injuries
Six body parts (for humans): torso, head, hands, legs
Types of damage: cut, pierce, bruise, burn, freeze, poison
Severity from scratch to fatal. Existing injuries may make new ones worse.
Pain from serious injuries will cause temporary penalties or even fainting.
Poison afects whole body, others local.
*** Armor
Reduces the severity of inflicted wounds.
Possible to wear multiple sets of armor or clothing at once.
Great ideas for a game with strong combat focus (or other ways to get injuries fairly regularly).
tdb wrote:*** Food and rest
Not sleeping or eating results in weakness, grogginess and general reduction in
performance.
May fall asleep after 3 days of not sleeping.
Sleeping takes time, no "I'm well rested after sitting here for 10 seconds"
crap.
Lasting effects from malnourishment after 3 days (will go away after eating
properly for a few days), death after 3 weeks.
Physical fitness affects endurance. Different activities affect needs.
Great ideas for a game focusing on everyday life or the fight for survival in harsh conditions.
tdb wrote:Unaware of surroundings while sleeping, but may wake up to noise.
And what would the player get to do while sleeping? Stare at the empty screen, in case of the random wolf attack?
What about letting people roleplay their going to sleep/waking up during this mandatory resting time, but skipping the actual sleeping part?
tdb wrote:*** Diseases
Can catch epidemic diseases through various means: food & water, prolonged
proximity to an ill person, inflammation of wounds, poisons
Probability to get same disease again is low after getting well (depends on
disease), increases slowly over time.
Great ideas for a game focusing on everyday fight for survival/life in a hospital.
tdb wrote:*** Death
Death is permanent by default, the dead character can't just resurrect himself.
Resurrection is possibly, but sufficiently rare that players need to think
thrice bfore doing anything foolhardy.
Reduction of physical abilities on resurrection, amount depends on time spent
dead.
Permadeath needs to be handled very carefully, due to the great possibility of frustration -> players quitting. Some possible ways to handle it:
a) The game/world is all about death, for example a realistic war story. The players will know this when they enter and thus accept death more readily (at least in my theory).
b) You can always avoid death 100%. Risking your life might get you greater rewards but is never required to get ahead in the game.
c) You can never die of lag/disconnect/bugs. This applies even when using a, b or both.
d) Let the player keep all/some of the advancement of the character, giving bonuses to the next character. The next character can be a heir or something but that's not necessary.
tdb wrote:*** Communication
Only "vicinity" channel (including whisper and shout) available without spells.
Magically enhanced items allow communication over long distance.
I'd add an OOC channels (public and private) where people can arrange "chance" meeting and such. Otherwise people will just move such communications to IRC.