I think one thing to consider is that there is a certain amount of bottleneck with quest design.
I also like it very much, it gives value to the currency... by being something at is worked towards...I'm really fond of the terrea write-to-grow system where you cash in your coins (that you get from posting) for new evolutions
One thing I was thinking was that in AG Scribel City ended up being quite a lore dense are... making it easier for the player to "live" there the sense of home town is pretty strong.How to make quest making more natural...
Having factions with faction goals can ensure a low maintenance overarching goal for playersWhich side will you choose?
^^ slowly trying to write a synopsisHaving factions with faction goals can ensure a low maintenance overarching goal for players
Ninth Project is an original animanga virtual reality MMORPG roleplay where you play as a software developer struggling to complete the game before the launch date. Your employer recently hired you to participate in the closed alpha, but unfortunately Ninth Project Online is in a terrible state. The server utilizes cutting-edge technology light-years ahead of any competitors, but it also operates on an obscure and inscrutable engine written by a deceased genius. Conventional programming skills are useless, and you'll need to rely on a "hands-on" approach to your job.
Numerous "Sentient Artificial Intelligence" (SAI) have gone rogue on the server. While the experimental technology was originally intended to make a vibrant population of realistic NPCs and monsters, the SAI are far more self-aware than anyone expected. You will need to subjugate them and manually revise their codex to make them more "obedient". Meanwhile, an existential crisis looms as the company executives wonder whether this project is doomed to fail. If the power plug is pulled, it will be the end of this world — and your job — as you know it.
Honestly... I think that's not a good idea? Like...One of the things I am wrestling with AG and RP type games is "where are the Stakes?". there are no real wrong choices that much is true, however, I'd like wrong choices that we all commonly accept and choosing poorly to have consequences. and that making a bad choice will mean things just won't work out..
The AG I found was a place where everyone is "protected", I don't want people to feel anxious about dying or, losing control of their characters but there needs to be something, something that makes failure matters, and success meaningful, that is what I hope...
While I thought of introducing a Life Point system, to have characters die if they fail to rolls too often, but now on second thought, it seems a bit superfluous. a bit shallow...
I wonder how I can balance away from a measured punishment, that can create a "bad" things in the RP world...
There needs to be something that matters. I cant be money since a player can RP finding treasure...
This something needs to be a clear specific quantifiable object that is desired but can be lost and earned...
I suppose...Plenty of people like to make their characters feel loss and go through bad experiences, it's part of our plans to make the character suffer now and get back up later.
Mmmmmmm... I dunno? I mean, you already lost by not getting the quest clear rewards, even though you'll still have to write it being failed... Then you want to lose again by actually losing something?I suppose...
If the system is built on only gaining strength/power by failing quest/ roll checks, do you think should there be... say... a numerical penalty like lost currency or stamina or life points?
I suppose part of me wonders if there will be players that writer one-line reports, just to grind skill points. That is the only thing that crossed my mind... since failing in this system is rewarding in its own way... And if they do exploit it, to grind failure points, does it matter, is the main question...I dunno, I think that needing to write and not earn anything is already enough of a loss.
Some players will, some won't. Some care for being an OP killing machine, others care about seeing their characters grow~BUT what I wonder is, if you are a player and to rolled under the pass check, you can get the skill points, but narratively you want to pass the quest more than failing, Will you still write a report of a failed quest? Do players value failed experiences even without an incentive?
Well, the more of an established system you have, the more people will try exploiting it... That's just normal, all games are breakable, you just need to find out how~I suppose part of me wonders if there will be players that writer one-line reports, just to grind skill points. That is the only thing that crossed my mind... since failing in this system is rewarding in its own way... And if they do exploit it, to grind failure points, does it matter, is the main question...
I don't think there is much of a way to incentive people to make a quest the start of something if you don't actively push people towards it constantly like how Ohko kept pushing people to make custom quests about unresolved plots and stuff...For the purpose of simplicity, and to reduce confusion, for the moment let me called the WIP AG system, RoShoe System Ver1.
The next things I am wondering is the question brought up by Ohko, before the bottleneck of the quest board.
Currently, over at Probos it is a limited quest board system... it too early to know how it will pan out, and traffic is not hight enough to warrant a god conclusion...
But in the interest of limited moderation... I would like the Roshoe System to have something similar, if not more extreme...
I wonder what that would look like...
In my mind, i'd like to only have a hand full of quests, but the way it is played is that quest leads to more quests, If the makes sense.
Things alike crafting hunting, and trading, does not need quest since there is no EXP system, and the player can freely go to the smithy or the hunting ground to hunt and can resolve the challenges with a Challenge sheet, anything from looking for a hidden object to making leather, all can be under the law of the Roshoe or ignored.
WIth the Roshoe, players can try to do anything and learn anything in places of the world, and from those encounters get strong, THe world could be more organic, and not restrained by quests, since there is no EXP.
But to make a story, they need a quest.
A handful of starter quests that leads to other quests... But how to do that... how to make the quest more like writing proms...
Is there a way to make a quest so that they are more like the beginning of epics?
What I am thinking was... kind of do away with the be adventurers -> become powerful adventurers/ save the world type paradigm. but instead...I don't think there is much of a way to incentive people to make a quest the start of something if you don't actively push people towards it constantly like how Ohko kept pushing people to make custom quests about unresolved plots and stuff...
But more intimate.It's time to build a village!
Oh, it could actually work, but I'm not sure how you'd lead people to keep making the village grow and stuff! >.<What I am thinking was... kind of do away with the be adventurers -> become powerful adventurers/ save the world type paradigm. but instead...
Go explore an unknown world, build a house, make a village, find other places, convince NPC to join the village, make the village into a town... that type of game... borderline city builder.
LIke this game
But more intimate.
Hmm... I suppose the game could start with one quest, which is to gather materials and try to build a place to sleep / a house to live in.Oh, it could actually work, but I'm not sure how you'd lead people to keep making the village grow and stuff! >.<
Which I do agree... Having a GM is nice...I think to some extent this is getting closer to DnD ^^ though, I think DnD is better because there is a GM who drives the story.
The fun part about having a GM is that they’re able to give plot twists (or failures) in a narratively interesting way.
On the other hand, pure RNG can feel random and grind-y, which I think can be a demerit if you’re relying completely on RNG to tell a story
Well, there was a kingdom building game on NUF, and it had 0 mechanics and just a premise of "Let's Build a Kingdom" and... It worked surprisingly well for a while.Hmm... I suppose the game could start with one quest, which is to gather materials and try to build a place to sleep / a house to live in.
Earlier pioneers will have a lot more freedom, build where ever, I'd to imagine, older players will have a way to run things, people might want to build a pub, make and adventurers' guild. make a town hall, as problem crop up players will need to build more facilities. a hunting lodge for food and people who wants to be a ranger, a smithy, a lab etc etc
I like to imagine, later on as players garner more skills and more abilities they might leave and start a new village, and then we can have people that make themselves Rulers and there could be player vs player wars.... that is both an exciting prospect and also headache for how to gamify it...
If no players instigate major change, GM can introduce small, prods. such as A Bandit leader have entered the village and demanded XYZ. and ambassador of a neighbouring country have entered the town, and want's XYZ...
Some details of what the logic is still needed to be worked out... Maybe a town inventory... but I do like the sandbox nature of this, idea... at this moment...
Soooo this is one idea... I will put it on the shelf... hm.... I wonder what other ways are there...
Hmm.... 4 months, my goal is 4 months... I want to make a system that would start run out of things to do in 3.5 months of active engagement. 3rd months is when GM introduces a cataclysmic (within reason) event, that either end the game or opens new possibilities.It feels hard to get long-term sustenance