Author Topic: RP Mod  (Read 910 times)

Something where you can get levels up like your agility (speed), acrobats(jumping), defense (health), stuff like that. Like Oblivion.
« Last Edit: April 12, 2010, 11:26:16 AM by GenaralSkar »

How does that have anything to do with role playing?

Medieval RP, kinda like Oblivion.

Increasing health, jumping and speed has nothing to do with ROLE PLAYING (RPG). I however did gain 5+ experience points for pointing this out.


I loved that game but Ive only played to the first town as one of those dragon things, and I want it so badly. Five levels in diplomacy gained.


Lilboarder was working on an RP(G) with oblivion influences from what I could tell. It had levels and such. However, I haven't seen him around in weeks.

Role Playing Game, Role Play

Same thing...

I have made many server designs for an RPG along these lines using massive numbers of events, VCE, and my own custom playertypes. The only way to have incremental increases of core values of your playertype (Health, speed, mana for elemental spells, etc.) is to actually change the playertype. If you want people to be able to choose how to allocate their points, you need a playertype for every possible combination.

In summary, you don't need a mod for it, and either way it takes a rediculous number of playertypes if you want to be able to choose your stats.

Role Playing Game, Role Play

Same thing...
No.

An RPG is almost always more structured than an RP.

Reference material:
http://en.wikipedia.org/wiki/Role_play

http://en.wikipedia.org/wiki/Role-playing_game
http://en.wikipedia.org/wiki/Role-playing_video_game


Generally, a RPG will have a director of sorts-- human or program that controls the world. An RP usually lacks this.
I guess you could say it's the difference between, say, a space-RP (spaceship build and you all pretend to be spacemen!) and a space-RPG (spaceship build and there are mods-- weapons, vehicles, events, systems et cetera that govern how it works)