Forum changes: Editing of posts has been turned off until further notice.
Started by AdAstraGames, December 21, 2003, 02:19:21 PM
Quote from: AdAstraGamesAccumulating Kewl Toyz loses its appeal when you've got an accurate physics model. Who cares if you have the BFG 9000, capable of vaporizing cars, when a .22 rimfire can still take you down?
Quote from: AdAstraGamesSo, how important are Kewl Powerz and Kewl Toyz to an RPG design?
Quote from: AdAstraGamesWhat elements, if you lack a Kewl Powerz and Kewl Toyz treadmill, do you emphasise instead? Color and Exploration are easy and obvious answers. From the context above, can anyone come up with others? Or perhaps throw other questions in the mix?
Quote from: M. J. YoungMystery and Action-adventure lines come to mind.You could do something akin to Prisoner of Zenda with this; you could do a futuristic Ivanhoe or Treasure Island or Most Dangerous Game. Just about any adventure book written before the twentieth century by anyone other than Verne or Wells would work, and quite a few of theirs, too. You don't need kewl powerz to have adventures.
Quote from: M. J. YoungThey aren't really massively important to RPGs; they're massively important to marketing RPGs. There's an entire contingent out there whose first question is going to be, "what can your character do", and "anything you can do" doesn't grab those people. They want a character who will spark their imaginations by doing things they can't.
Quote from: M. J. YoungThus your challenge would be to spark their imaginations regarding what can be done within the setting with relatively ordinary characters.I'd take issue with your suggestions regarding the seeming lack of tooling around the universe and the necessity of flight plans. First, very wealthy individuals will be able to pretty much go where they want when they want, one way or another. Second, in the sort of setting you propose, there's going to be a lot of "we're going to go over to that underexplored region and see whether there's anything out there worthy of commercial exploitation" going on, some of it well funded by speculators. Third, obviously a lot of people are going to file flight plans that they don't keep, if flight plans are necessary--particularly if you have FTL travel but you don't have something like http://www.mjyoung.net/misc/quantum.htm">QNL communications, so the port at which you're arriving can't know you're coming until you get there.
Quote from: Zathreyelabout the setting, specifically the flight plans and such, i don't particullarly think that they are important. you mentioned in your opening dialogue 19th century naval stylings, M. J. Young brought up Treasure Island and such. Landing is not a problem, for me anyway, but owouldn't any city that is a port cater to that clientele by being capable of supporting any ship that came to port, just like coastal towns of the 1700-1800s.
Quote from: ZathreyelThe only problem i see with ditching flight plans is the inevitablity of crossing flight paths and crashing. to fix this i would create some in game tech that allowed ships to detect each others "wake" as they travel at FTL.
Quote from: Zathreyeloh, and speaking of FTL, are you including anything on the Variable Speed of Light theory created by Joao Magueijo? fascinating stuff that. or what about String Theory? are you getting into crazy-physics-magician physics, or are you just doing non-theoretical stuff right now?
Quote from: Zathreyelalso, i saw your website and i have to say that using RPGs as a teaching device is a great idea and please continue with your work.