dagorkan
Arbiter
- Joined
- Jul 13, 2006
- Messages
- 5,164
Two comments:
1/
TES is one, dumbed-down pretty stupid example - you increase stats by using them. Another would be more attribute specific and you could for example, improve strength by having your character choose an option by doing physical exercise every evening during a week long journey to another city to which you need to travel to continue a quest. Alternatively you could use that 'free time slot' to increase Knowledge: politics of Ascaron (giving you an advantage in later quests related to Ascaron), or Knowledge: Ion technology (giving you the price/information advantage when purchasing the Ion Repeater Rifle).
The choice to increase your abilities does not necessarily have to be 'free' - you could for example as a royal knight have been given a quest to protect the Emperor's young son after the assassination of the Emperor in an aborted coup. Initially you discover a potential lead to the killer and plotters, but which would require you to travel to another realm, but which would require you to leave the prince behind, or you could ignore it and stay in the palace, trying to find what information you can there, keeping an eye on various factions and training the prince's bodyguards over a period of weeks or months (not a typical RPG scenario I admit) - waiting for the enemy to make the next move. If you stayed behind you'd have time on your hands could befriend the Imperial mage learning the fundamentals of High sorcery, which could later be of use in preventing another assassination - knowledge which could never have been gained if you'd chosen the other plot branch.
Chargen could be treated the same way. Roll your basic stats the normal way, getting stats for very general fundamental attributes, Intellect, Dexterity, Reflexes, Presence which describe the potential of your character - sort of like your genetics, your limits and how difficult or easy it is to improve abilities of different kinds through other mechanics. These are then modified by your choices, before the game starts and during the game.
You are then presented with a (possibly randomized) series of events or situations in the period from to childhood until the game starts which modify skills and current attribute levels. Choose to be a bookworm or get into fights would be an obvious example, a more useful dilemma would be how to respond to your little brother being bullied by a gang of older kids, who stole a toy made for him by your deceased carpenter father.
Either:
1/ simply don't get involved (no stat gains, but faction reputation gain, or an advantage with one quest-related NPC later in the game),
2/ confront the bullies directly and demand its return (stat check vs current presence/intellect, chance of getting beaten up, gain enemies, but gain dialog bonus in 'stand-off' type situations),
3/ persuade them to return it, appealing to their conscience (same, but gain a different kind of persuasion bonus),
4/ threaten/lie to get it's return (telling them an older kid the bullies are afraid is your friend, intimidate/bluff gain, rep changes),
5/ covertly steal the item back, covertly steal the item back and steal something precious to the bully (gain in 'vindictiveness' trait),
6/ wait to get one of the bullies alone and beat him half to death, and either lie or boast about it (morality/rep/skill changes as appropriate)
7/ get back by bullying one of the bullies' younger brother (negative reps)
8/ or confront the whole group take them all on at the same time (major rep gain, whether you succeed or not, but chance of gaining a permanent injury)
1/
I think this is more a problem of the D&D-influence in roleplaying games than anything else. The idea that levels, gained through experience, which is gained the same way for every character type allows you to increase your abilities in any way regardless of character type. You could also have a roleplaying system not based on the gamist idea levels but on more realistic mechanics.Roleplayer said:This is an example of where cRPG developers have failed to distance themselves from the probability and randomization necessities of the original medium. While role-playing has evolved into a form of collaborative and reactive story-telling based on social network layers, computer role-playing game are still busy trying to copy and tweak the statistical and combative elements that permeated the genre in its humble foundations. The dungeon crawling mentality of the old days still applies - after a trifling gain of experience points, you are suddenly able to improve whatever value you want on a character's spreadsheet. And the character that has been making a living stomping on sewer rats for the past weeks is now suddenly able to do something completely different such as discussing quantum mechanics, quoting the works of Rimbaud or find the cure for cancer.
TES is one, dumbed-down pretty stupid example - you increase stats by using them. Another would be more attribute specific and you could for example, improve strength by having your character choose an option by doing physical exercise every evening during a week long journey to another city to which you need to travel to continue a quest. Alternatively you could use that 'free time slot' to increase Knowledge: politics of Ascaron (giving you an advantage in later quests related to Ascaron), or Knowledge: Ion technology (giving you the price/information advantage when purchasing the Ion Repeater Rifle).
The choice to increase your abilities does not necessarily have to be 'free' - you could for example as a royal knight have been given a quest to protect the Emperor's young son after the assassination of the Emperor in an aborted coup. Initially you discover a potential lead to the killer and plotters, but which would require you to travel to another realm, but which would require you to leave the prince behind, or you could ignore it and stay in the palace, trying to find what information you can there, keeping an eye on various factions and training the prince's bodyguards over a period of weeks or months (not a typical RPG scenario I admit) - waiting for the enemy to make the next move. If you stayed behind you'd have time on your hands could befriend the Imperial mage learning the fundamentals of High sorcery, which could later be of use in preventing another assassination - knowledge which could never have been gained if you'd chosen the other plot branch.
Chargen could be treated the same way. Roll your basic stats the normal way, getting stats for very general fundamental attributes, Intellect, Dexterity, Reflexes, Presence which describe the potential of your character - sort of like your genetics, your limits and how difficult or easy it is to improve abilities of different kinds through other mechanics. These are then modified by your choices, before the game starts and during the game.
You are then presented with a (possibly randomized) series of events or situations in the period from to childhood until the game starts which modify skills and current attribute levels. Choose to be a bookworm or get into fights would be an obvious example, a more useful dilemma would be how to respond to your little brother being bullied by a gang of older kids, who stole a toy made for him by your deceased carpenter father.
Either:
1/ simply don't get involved (no stat gains, but faction reputation gain, or an advantage with one quest-related NPC later in the game),
2/ confront the bullies directly and demand its return (stat check vs current presence/intellect, chance of getting beaten up, gain enemies, but gain dialog bonus in 'stand-off' type situations),
3/ persuade them to return it, appealing to their conscience (same, but gain a different kind of persuasion bonus),
4/ threaten/lie to get it's return (telling them an older kid the bullies are afraid is your friend, intimidate/bluff gain, rep changes),
5/ covertly steal the item back, covertly steal the item back and steal something precious to the bully (gain in 'vindictiveness' trait),
6/ wait to get one of the bullies alone and beat him half to death, and either lie or boast about it (morality/rep/skill changes as appropriate)
7/ get back by bullying one of the bullies' younger brother (negative reps)
8/ or confront the whole group take them all on at the same time (major rep gain, whether you succeed or not, but chance of gaining a permanent injury)