Open Narrative Realm vs. Realm*. Maybe even with action combat. Some reasonable vertical skill and ability progression, but without the ability to master many things and with permadeath. I have an idea of how to go about it, but I already posted a thread with some details and designs I would most likely prefer. I'll go ahead and say that I favor progression through the political/military/economic/social (cultural/legal)/agricultural/industrial/technological (and/or religious/magical)/territorial advancement of one's chosen Realm and the power/fame/influence/social status/knowledge/prosperity/perpetuation (strength of possibly inherited traits) of one's family line. Also the very real possibility of dying before succeeding to produce an heir and the demise of one's family line. Limited quality, quantity, and availability of resources (including food), items, and equipment (mundane or magical/holy/technological/scientific)
I would definitely prefer if Realms and Family Lines could decline, fail, and be destroyed. A world where nothing is certain, and there are no guarantees. Meaningful Opportunities, Risks, Rewards, and Consequences. Player-character (and possibly programmed NPC) choices and decisions have the very real possibility of effecting and changing the world. Constantly.
*I would like to have NPC Realms controlled by Artificial Intelligence and/or Dungeon/Game Masters (paid and with legal-and-binding contracts) as well.
Note: I like realism and logic. I want questsI want mobs with strengths and weaknesses. I want morale check and the possibility that a mob or mobs will flee from battle. I want weight and encumbrance. I want hunger and thirst. I want fatigue. Fatigue is important. People need to sleep, both players and characters. Player-characters and NPCs can only accomplish so much in any 24 hour period (game time or real time). Players should not be able to live on the game. And there should be no way to increase the amount of things a player can accomplish in a day by paying more money.
Note 2: I would also prefer quests/missions/tasks of which progress/completion could be deduced and accomplished logically without the need for detailed quest descriptions or even generic/hold-your-hand/obvious quest givers. Player-characters should be able to make contracts with each other to perform tasks in exchange for barter/trade/reward. NPCs could also offer quests, but they shouldn't be part of any generic questline and should reflect the actual needs or wants of the individual NPC or the NPC's Realm. Please no more of Everquest 2-type wander around aimlessly until you figure out what in the world the quest wants you to do garbage.
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