quote: Original post by pacman
Though I think that not letting the player do whatever they want (that won''t wreck the story, of course) can be disapointing sometimes (Hey, why can''t I leave this town right now? This sucks!). You can always try to disuade them with consequences though...MWHAHAHA(evil laugh continues)HAHAH
That''s what I meant - not disallowing the "wrong" actions, just having consequences. ( For instance, not being able to achieve certain heroic feats because, well, you weren''t being heroic! )
Consequences are a powerful and difficult tool, and I don''t think we''ll get to using them fully within the next few years.
I think specially in Roleplaying games, we should not disallow ANYTHING, just discourage certain paths. If you want to play the game as an evil bastard, just do so, but don''t expect to get away with it
Silvermyst -
I don''t know if you picked up on it, but I liked your idea of varying weapon effectiveness for players. However, I described a way of doing it logically, instead of randomly, because I just prefer a system that seems logical at least at a casual glance.
There is already enough randomness in actually trying to hit/damage your opponent, I don''t think there''s a need to introduce even more. I guess I have these ideas because I''m a programmer, and we learn to never do the same thing twice if doing it once has the same effect...
Give me one more medicated peaceful moment..
~ (V)^|) |<é!t|-| ~
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