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Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)
If i could design a role playing game, the most important thing is that
combat would be turn based. I enjoy it more when i can plan my moves and
have to make decisions.
The graphics:
Since combat is turn based, frame rate isn't that important. That would
allow the engine to crank up the details. I would go for a view system
inspired by Betrayal at Krondor where only the characters move and not the
scenery. That would allow for insanely high poly counts, bump mapping ,
reflective materials and all the lighting effects required by the magic
spells.
Combat:
I would like turn based combat with a party of 5-6 characters. That way, you
can have specialised players that are more fun to develop than a single Jack
of all Trades.
Another thing i would like is the inclusion of fatigue. Knights of Legend
did it pretty well. Huge two handed swords or axes deal more damage but they
also tire the players faster, forcing him to rest if necessary. That would
give us a reason to keep the lighter, less powerful weapons. The same would
apply to armor. A full plate mail protects you better against penetration
but it restricts your mobility and tires you faster.
Magic:
I would go with different schools of magic with exclusive spells.
Necromancers could raise the dead, summon the undead and cause diseases.
Illusionists summon illusions that are more powerful than their real
counterparts but risk a chance of being dispelled if the target doesn't
believe them.
Summoner call in creatures to help fight with the party.
A sorcerer that manipulates the elements. (fire, lightning, ice)
The usual Cleric/healer.
Storyline:
I'm tired of mystical items that are necessary to defeat the ultimate evil.
How many time do you have to search for the "Spoon of Power" to defeat an
evil god? What if the enemy was normal instead?
Here's my idea:
The party is part of the country's army. It's peacetime and they are
assigned mundane tasks like kill the wolves that are attacking the
livestock, escort a merchant, etc.. Then, as bandits attacks get more
frequent, you get the job of finding their lair and killing their boss. His
death would be the trigger that starts the main storyline and end the
prologue.
As our heroes come back to their garrison, they learn that a neighbouring
country has launched a surprise attack and destroyed the King's main army.
Demoralised by his death, the rest of the army tries to buy some time while
his two sons raise new armies. Unfortunately, each son claims to be the
rightful heir and their armies start clashing. This prevents them from
reclaiming any of the occupied territories.
The party is sent to the frontlines and gets military oriented missions such
as:
Destroy a wooden bridge to slow down the enemy.
Hold a pass for a number of turns until reinforcements arrive.
Assassinate an enemy general that has established his headquarters in a
nearby village.
Fight battles with the enemy as part of a larger army.
Then, as winter arrives, the armies settle in their winter camps and prepare
for the spring campaign that will follow. While you wait, an envoy from the
eldest son wants to talk to you. He says that your actions against the enemy
have impressed the Prince and he wants you to help him reunite the kingdom
by killing his brother.
And i could go on...
Any thoughts?
If i could design a role playing game, the most important thing is that
combat would be turn based. I enjoy it more when i can plan my moves and
have to make decisions.
The graphics:
Since combat is turn based, frame rate isn't that important. That would
allow the engine to crank up the details. I would go for a view system
inspired by Betrayal at Krondor where only the characters move and not the
scenery. That would allow for insanely high poly counts, bump mapping ,
reflective materials and all the lighting effects required by the magic
spells.
Combat:
I would like turn based combat with a party of 5-6 characters. That way, you
can have specialised players that are more fun to develop than a single Jack
of all Trades.
Another thing i would like is the inclusion of fatigue. Knights of Legend
did it pretty well. Huge two handed swords or axes deal more damage but they
also tire the players faster, forcing him to rest if necessary. That would
give us a reason to keep the lighter, less powerful weapons. The same would
apply to armor. A full plate mail protects you better against penetration
but it restricts your mobility and tires you faster.
Magic:
I would go with different schools of magic with exclusive spells.
Necromancers could raise the dead, summon the undead and cause diseases.
Illusionists summon illusions that are more powerful than their real
counterparts but risk a chance of being dispelled if the target doesn't
believe them.
Summoner call in creatures to help fight with the party.
A sorcerer that manipulates the elements. (fire, lightning, ice)
The usual Cleric/healer.
Storyline:
I'm tired of mystical items that are necessary to defeat the ultimate evil.
How many time do you have to search for the "Spoon of Power" to defeat an
evil god? What if the enemy was normal instead?
Here's my idea:
The party is part of the country's army. It's peacetime and they are
assigned mundane tasks like kill the wolves that are attacking the
livestock, escort a merchant, etc.. Then, as bandits attacks get more
frequent, you get the job of finding their lair and killing their boss. His
death would be the trigger that starts the main storyline and end the
prologue.
As our heroes come back to their garrison, they learn that a neighbouring
country has launched a surprise attack and destroyed the King's main army.
Demoralised by his death, the rest of the army tries to buy some time while
his two sons raise new armies. Unfortunately, each son claims to be the
rightful heir and their armies start clashing. This prevents them from
reclaiming any of the occupied territories.
The party is sent to the frontlines and gets military oriented missions such
as:
Destroy a wooden bridge to slow down the enemy.
Hold a pass for a number of turns until reinforcements arrive.
Assassinate an enemy general that has established his headquarters in a
nearby village.
Fight battles with the enemy as part of a larger army.
Then, as winter arrives, the armies settle in their winter camps and prepare
for the spring campaign that will follow. While you wait, an envoy from the
eldest son wants to talk to you. He says that your actions against the enemy
have impressed the Prince and he wants you to help him reunite the kingdom
by killing his brother.
And i could go on...
Any thoughts?