One reply to bunches of fragments...
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Oort : Each race has special abilties, except the Humans. As in most games, when we designed the races we just ended up with "Humans are average." I don''t like this very much.
How about item usage? For example, in many FRPGs, fighters can use all armour/weapons, mages can''t but only mages can use most magical items. Perhaps there''s a class of useful items that only humans can use? (kind of cheap, and reminiscent of how Bards/Gadgeteers are implemented in several games, but...)
(reading more carefully, I see this was already mentioned. oops...)
Okay, another idea: maybe Humans are the most literate, or are able to learn to read other languages, whereas the other races can only learn their own (and a few words in others).
Obviously you need a "common speak" language so the party can... be a party. ;-) But for reading, Humans could have ancient rune lore, read/decypher other races'' languages, etc. It would make the Human a powerful member of a party exploring ancient ruins, libraries, or places where things might be labelled.
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Back to puzzles, one idea I had was to make the puzzles depend on a races special abilities.
But then if you make, say, a Bermen-specific puzzle, and a party goes in but doesn''t have one of them... you want to make sure that either it''s solvable, or designed for several races, or there''s some notice up-front. (or I suppose you could force the party to give up, exit, find a Bermen, and return... but that''s cruel. ;-))
Still, without those sorts of puzzles, you''d be left with the user-based variety (logic, patterns, learn the password, throw switches, etc). Which are all fine and good, but you do want other sorts of puzzles.
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They are cooperative. Players form a party then embark on the quest together. XP is usually given out to the player who performs a task (e.g. killing a monster). In the case of major quest goals (e.g. reaching an important waypoint), the XP is divided evenly between the players.
I agree with the problem stated by someone else (combat-based characters get more XP).
Have you read/skimmed "The Complexity of Cooperation", by Axelrod? It goes into various multi-person models of the Prisoner''s Dilemma. An idea that might spring from that could be:
- you get some small XP for specific things (monster kills, assists, etc).
- most XP gets put into a party pool
- at the end, the players themselves help distribute the XP by voting.
Basically everyone votes on how "useful" someone was during the quest. The more positives someone gets, the more of the pool''s XP they get. And the way negatives are balanced is: you can vote to "punish" someone (negative rating) so they''ll get less XP -- but in doing so you also surrender some of your XP.
In general, though, you''ll still get some XP. If there are five people, say you might get between 10-30% of the party pool. It''s not
perfect (a gang of six could still screw the one outsider who joined their group), but with some testing and balancing, it doesn''t seem unworkable.
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However, you might be on to something with the "characters attack in different ways". Maybe a weak connection between the player and the character can be established by having the player set the strategy of the character.
I like this, too -- choose berserk/normal/vulnerable/parry sorts of attacks, or even a slider for aggression level. I don''t mind sitting and watching combat, especially if those nuances have a significant effect. (vulnerable spot attacks may do an extra 8pts of damage, but they occur sporadically, so you might not want to go that route)
The player can also be entering long-term tactical goal/commands, such as "keep falling back until my Thur and I are back-to-back", or "edge over to the portcullis so I can lower it". Depending on items, it might take a while to get enough of an opening to pull a potion out of a pouch.
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Having the player characters unique each time does solve a lot of problems with gameplay and even server requirements. The biggest issue with it is people like to get attached to their characters and develop them over a long time. Also, people could build their character over the span of the session, but each time they play they would be retracing the same ground of character development. I can see this working in a different game, but not in an RPG.
Yes -- I would want to build my character. That''s one of the reasons I prefer D&D campaigns to "afternoon games" -- one afternoon isn''t even enough for me to learn what my own character is like!