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Consolidated Discussion of RPG Mechanics
#89
I am reposting this part of my post from the "Removal of Combat Ability" thread, since it seems like it would fit in this thread better (seeing as how it's a overall discussion on RPG mechanics). The rest doesn't belong, so I left it with the original post.

Quote:When it comes to any sort of entertainment, the general reason behind a lack of interest is beacuse of the content...or rather, the lack thereof.

I think the primary reason why there is little activity on the RPG is simply beacuse there is nothing to do. Yes, this is in great part due to the lack of activity, but it's more then that. Sure, the system as it stands gives roleplayers a tremendous amount of freedom...but perhaps that is precisely the problem. When you can have everything, you just can't think of anything. Imagination usually works best when it is given a certain context or limitations. Even in (good) games where players have a lot of freedom, the game still provides objectives or quests which the players can pursue. Simply put, even if the roleplayer himself/herself has no clue as to what he/she wants to do next, he/she should still be able to find something to do.

Speaking of quests, I think one thing that would help resolve the content problem is if we brought back the Quest system. The great thing about quests is that they provided the roleplayer with a certain objective and context in which to work in, thus spurring their imagination and creativity. They can also challenge the roleplayer by putting them out of their comfort zone, thus demanding a degree of ingenuity in order to resolve them. I can't speak for others, but I at the very least remember quests quite fondly and I loved doing them. Group quests in particular were something special in that they could develop into mini-sagas in their own right. A nice thing about them is that they are not as demanding as a full-blown saga, but a bit more challenging and involved than a completely personal roleplay. Overall, they provided content on a intermediate level...something which I think is sorely lacking in the current system.

That said, if we do decide to bring back Quests, I think it would be nice if we had a few that had techniques or even abilities tied to them. Another way games usually encourage gameplay and make the player feel empowered is by providing him "tools" with which he/she can tackle future challenges in new and interesting ways. However, the games also make it difficult to obtain these items, thus making the "tools" feel like a reward when obtained. While the current system we have in place does provide the roleplayer with the freedom to choose when and how his character obtains the technique/ability, it also ends up feeling much less of an achievement (a problem which power ups also share).
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Messages In This Thread
Consolidated Discussion of RPG Mechanics - by Tyr - 12-30-2010, 01:16 AM
Consolidated Discussion of RPG Mechanics - by Vad - 12-30-2010, 04:24 AM
Consolidated Discussion of RPG Mechanics - by Vad - 12-30-2010, 05:56 AM
Consolidated Discussion of RPG Mechanics - by Vad - 12-30-2010, 05:59 AM
Consolidated Discussion of RPG Mechanics - by Vad - 12-30-2010, 06:12 AM
Consolidated Discussion of RPG Mechanics - by Tamsin - 12-30-2010, 02:08 PM
Consolidated Discussion of RPG Mechanics - by Vad - 12-30-2010, 07:56 PM
Consolidated Discussion of RPG Mechanics - by Vad - 12-30-2010, 09:05 PM
Consolidated Discussion of RPG Mechanics - by Vad - 12-30-2010, 09:12 PM
Consolidated Discussion of RPG Mechanics - by Vad - 12-30-2010, 09:36 PM
Consolidated Discussion of RPG Mechanics - by Vad - 12-30-2010, 09:42 PM
Consolidated Discussion of RPG Mechanics - by Vad - 12-31-2010, 08:22 PM
Consolidated Discussion of RPG Mechanics - by Vad - 12-31-2010, 08:33 PM
Consolidated Discussion of RPG Mechanics - by Vad - 01-02-2011, 08:33 AM
Consolidated Discussion of RPG Mechanics - by Vad - 01-02-2011, 05:35 PM

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