Author Topic: Mechanics for Roleplaying?  (Read 9429 times)

Keldrena

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Re: Mechanics for Roleplaying?
« Reply #60 on: April 25, 2009, 07:15:37 pm »
Wurm online has a great hunger system. You can still play when hungry, but your movement slows down and you have to rest more often. I think something like that would work well in PS.

Illysia

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Re: Mechanics for Roleplaying?
« Reply #61 on: April 25, 2009, 10:57:02 pm »
Personally, I'd like to see some random things happen to players that they can use to further their RP in a non-epic way, like getting hungry or sleepy, mildly sick, contagious (and a throw up animation would be nice while we're at it), drunk, a backache, cramps from swinging a pick or sword all day, be clumsy and trip while running (especially if they have their swords out), etc.

I like this idea. Random events would be cool, especially once the calendar has been fully worked into the game. Certain days might have certain events connected with them. Maybe certain days people will have a chance of feeling healthier which translates to a slight increase in stats for that for that in game day. Or people born in certain months will have a chance of funny things happening to them under the effects of other months. It would even be nice to have witty system messages that don't actually do anything but make you laugh potentially occur while doing things like crafting.

jaycol

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Re: Mechanics for Roleplaying?
« Reply #62 on: May 02, 2009, 08:11:28 pm »
* Several things have already been thrown out there so I'm going to fishbone off of some of those.

Decreasing skill levels - Though I understand the reasoning behind it. I feel this is a really bad idea. In an environment where much skill training (and mining). This will only increase the need for training and mining.

Training of other players- That could be done and adjusted to the existing mechanics. By requiring a player to seek out a player of a higher level to introduce them to a NPC trainer after reaching a certain level.

- If a new player was allowed to level to the first 10 levels of each skill, This allows them to learn of the game mechanics and familiar them selves with the community. After they reach that level they can no longer train with an NPC until they are introduced to another trainer by a player that is skilled in that level of skill.
        - a two player quest could be added to enhance to need to cooperate for the player to receive the next 10 levels of training
        - added at certain level of skill. Say level 50, a player is required to take on an apprentice in order to train their next 10 levels of that skill. Also a quest related requirement could be added
        - in such scenario's as all starting out new. The same formula is used but the requirements are to train with a player of equal skill levels until there are higher skilled players available


Skill choices-  limiting other skills by the characters skill choices. As the saying goes "A jack of all trades, but master of none."  Cross referencing skill choices to affect the other.
The same can be applied to stats as well.

- leaving a grace period again for a new player for the first 10 levels or so. After which the skills they choose will effect the levels in which they can train in other skills and/or the other skills they can choose.
        - An example;  if one chooses to be an expert in daggers. This will effect their ability to do or learn other skills based on the requirements. Agility would be the main stat for it for it requires a slight of hand technique. So the expertise of blunt weapons of even heavy swords, such as claymores would be an impossibility which are weapons of strength. Trade mastery like mining and sword making would be limited based on the need to keep that slight of hand ability. The choice of armor training would effect the characters stats as well. Training Heavy Armor as a dagger expert reduces agility.
        - if a character chooses a trade instead of being a warrior the ability to level weapon skills or other trades are limited. An expert of sword making is highly unlikely to  have the time to train mastery in weapons, even they ones they make. The sword making skill would require certain stats and effect others. Being at the anvil all the time would effect the characters agility as well as the ability to use some weapons. Blunt weapons would most likely be a more suited skill to this crafter then daggers.
        -Magic user/warriors should be a thing of the past. magic using would require a lot of the individuals time to learn in one way let alone the others, so a character choosing to learn both magic and weapons would be limited in each. So A choice of one or the other should be clearly drawn.
        -character choice could tie into the stat levels. A kran would not be able to reach the agility of a Enkidukai and vise versa
        -Character stat and skill limitations would force interaction between players based on occupation and training. A character would have to seek out a higher skilled character for apprenticeship in order to learn of the required skills they desire to reach
        - Character stat and skill limitations would also reduce the need for gaining ungodly amounts of PP, because they no longer can max all skills
        - This would also  help to get players to work together more to combat some of the NPC's

- If cross referencing the stats and skills are an impossibility. Then maybe an easier way would be a max stat or skill in each catagory
        - If a player chooses to max strength the others are limited. Maybe one to 90, one to 80, and the rest at 75
        - The limitations  could  greatly tie into the choice of weapons or magic (Mages and warriors would have to choose their mastery in a certain Way or weapon carefully)
dagger mastery would require a high agility as BW (I believe) requires a high intelligence.
       
Changing skills or stats - If a craftperson decides that they wish to be a warrior or a mage. An NPC could be set up to reduce skill levels.(At a cost) This would allow a character to begin training in another field of interest without having to produce a new character, or to correct a poor choice of skills for their character.

Reduction of stamina- This is always a complaint for new players. Up the regeneration with the use of food. It brings in a practice that characters will get use to and can be reset when crafted food is edible. Which in turn provides a market for our chefs who are slaving in the kitchens. Rest, alone should not regenerate all stamina and/or health for that matter.
           - Mining alone would open a large market for food in order to regain full stamina. Not having an NPC with food nearby leaves cooks, or food stands to provide. Which opens interaction between more players.
           -requiring food to replenish stamina and health to full even without cooking would push players towards the few NPC's in numbers, causing them to at least meet each other regularly. Filling an opportunity to socialize.

Xillix Queen of Fools

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Re: Mechanics for Roleplaying?
« Reply #63 on: May 09, 2009, 06:55:29 pm »
Where are we going with this?

I'd like to see more effort placed in this brainstorm than in arguing about rp theory in a wonderfully circular fashion elsewhere.

Players want more tools for rp, what else is missing for you?

Dalgin Xawanda

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Re: Mechanics for Roleplaying?
« Reply #64 on: May 09, 2009, 11:48:19 pm »
I think we're forgetting something important.  What is wrong with text based RP?  If you have text based, you can do anything.  Tangible objects are much less important.  Sure, there's nothing wrong with some items or methods or programs, but text based RP is going to be the most used.

For example:  A blind orphan was crying for help in the streets.  I approached her, led her to the plaza, and told her I would make her a new walking stick.  (Her stick was taken.)  I decided that, with my characters smithing experience, my character could smelt one.  Then I faced a dilemma:  Should I actually find a way to 'use' some metal?  I had some on me, which I was planning to make swords with.  Should I give her the stock and call it a stick?  Should I just get rid of it, consider it the materials spent for the staff?  I decided not to.  I just RPed taking out some stock, and going through the process of making a metal rod.

I made my decision, others my do it differently.  I don't think that items should have to be used for something that can only be used in RP.

Illysia

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Re: Mechanics for Roleplaying?
« Reply #65 on: May 10, 2009, 05:38:41 am »
Nice idea but if we were to go with that we wouldn't have a client at all, we'd just be using the forums to RP.  :D Besides, items and such help ease the transition into RP for noobs. I know, I was one.  ;)

verden

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Re: Mechanics for Roleplaying?
« Reply #66 on: May 10, 2009, 07:13:54 am »
Props will drive more roleplay. More costumes, accessories, et cetera. It would be nice to have cloth armor available in various colors. Hats as well. More locations in game... the old fire at Kada's seemed to have a lot of roleplay around it back in the day. I rarely see anyone down in the new "cafeteria", whereas the old spot always seemed to have players interacting in various ways. More skeletal animations of course, filling out the text-based emotes with animated actions will reinforce roleplay. I made a couple of suggestions regarding roleplay functions in the tracker to start discussions on this, of course roundly rejected because ultimately mechanics does not create roleplay. Only players can do that.

Dajoji

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Re: Mechanics for Roleplaying?
« Reply #67 on: May 13, 2009, 12:18:47 am »
Here are a few more ideas: I think I could use some mechanics to "enforce" RP that are clearly different from and less aggressive than the police commands we currently use to enforce proper player behavior. Things like temporarily removing weapons from a player's hands (by somehow making them unequipable but without removing them from their inventory) or adding something to their character description that they might not notice (realistic details that can serve as clues of what they've done or where they've been like blood stains, visible injuries, hair transfers, foreign substances or unusual odors, etc.) and being able to change their PvP status for the duration of the event. Also being able to reassign spawn points for a limited amount of minutes (or the duration of the event) so players don't do certain OOC things like exploiting the DR to get to places quickly or leave a certain map, etc. Of course all of these ideas are commands for GMs only and more thought should be put into them but since we're talking about mechs I thought I'd throw them out there for discussion.

I also think that descriptions should pop up on mouseover (without having to right-click and as loon as the mouse is on the character). I'm talking about very brief descriptions here, so players are actually exposed to them in a more realistic "first glance" way. Also, maybe the labels or the target cursor should change depending on whether this info has been updated or not, maybe with read/unread icons or using different colors.


Prolix

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Re: Mechanics for Roleplaying?
« Reply #68 on: May 13, 2009, 02:45:26 am »
a thought inspired by the pvp vs rp thread. Just as I suggested in the bug tracker the magic power slider could be adapted to adjust crafting speed it could also be used to adjust attack capability. Say for example a mighty warrior is tricked into consuming an enfeebling potion (that doesn't actually exist), he could then set the slider bar way to the right and his attack power could be set to 20%. He would still have his stances but his 100 sword ability would effectively be 20. This could also be used to toy with annoying people of much smaller ability. The slider bar could be controlled by a radio button to determine which system it would affect.

zanzibar

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Re: Mechanics for Roleplaying?
« Reply #69 on: May 13, 2009, 02:55:08 am »
a thought inspired by the pvp vs rp thread. Just as I suggested in the bug tracker the magic power slider could be adapted to adjust crafting speed it could also be used to adjust attack capability. Say for example a mighty warrior is tricked into consuming an enfeebling potion (that doesn't actually exist), he could then set the slider bar way to the right and his attack power could be set to 20%. He would still have his stances but his 100 sword ability would effectively be 20. This could also be used to toy with annoying people of much smaller ability. The slider bar could be controlled by a radio button to determine which system it would affect.

So what would the difference be between that and existing stances?  It seems you could get the same effect by keeping a set of dull blades around for such occasions.
Quote from: Raa
Immaturity is FTW.

Prolix

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Re: Mechanics for Roleplaying?
« Reply #70 on: May 13, 2009, 04:17:14 am »
Dull blades would do nothing to make you easier to hit, also you wouldn't need the excess clutter in your inventory and you would have better control over how much weakness you would exhibit. Walking around at a low rating might affect the relative strength message in the character description when viewed by a less than keen observer. Existing stances are rated on your actual abilities: full defensive never attacks, bloody defends ineffectively. These things would remain.

anyway it was just a thought. The point is it would be a mechanism that supports role play.

khoridor

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Re: Mechanics for Roleplaying?
« Reply #71 on: May 13, 2009, 07:24:51 am »
In RP, we should interact differently with charismatic and uncharismatic characters The first ones should also attract more people than others.
Therefore an obvious way to identify Charisma would be useful. Maybe a brighter label for the character's name? (not very useful when labels are turned off). I don't know if the clue should be on the general appearance, or when the character is talking...

Also, I would expect different answers from NPCs to more charismatic characters (I didn't notice any difference so far).