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The Ultimate Blockland RP - A Theoretical Discussion
rkynick:
I think we're going down the wrong path here with using overly general concepts.
We need big, over-arcing ideas and not a poor construct of sillier, less organized rpg aspects.
The worry should definitely not be in making it so flexible. We need a solid idea first, before we make it flexible.
Thorax:
--- Quote from: rkynick on July 31, 2010, 01:11:20 PM ---I think we're going down the wrong path here with using overly general concepts.
We need big, over-arcing ideas and not a poor construct of sillier, less organized rpg aspects.
The worry should definitely not be in making it so flexible. We need a solid idea first, before we make it flexible.
--- End quote ---
If that's the case, then we defiantly need to discuss what MUST be in an RP, and what is optional. Everything that is an absolute must will be in the core pack.
Space Guy:
--- Quote from: rkynick on July 31, 2010, 01:11:20 PM ---I think we're going down the wrong path here with using overly general concepts.
We need big, over-arcing ideas and not a poor construct of sillier, less organized rpg aspects.
The worry should definitely not be in making it so flexible. We need a solid idea first, before we make it flexible.
--- End quote ---
That's what I meant with the "don't add RPG elements just for realism, add them for actual fun".
Barnabas:
A good RP system should encourage player interaction and actual role-playing, instead of turning everything into grindfest.
Perhaps it would help if we recalled rp-s we played and what we enjoyed about them and what we felt that could have changed. This way we could see what makes them fun and what makes them a drag.
Niliscro:
--- Quote from: Barnabas on August 01, 2010, 07:54:10 AM ---A good RP system should encourage player interaction and actual role-playing, instead of turning everything into grindfest.
Perhaps it would help if we recalled rp-s we played and what we enjoyed about them and what we felt that could have changed. This way we could see what makes them fun and what makes them a drag.
--- End quote ---
A good idea.
First:
Every RP I've played seems to be based around quests. This gives you something to do, but as far as Blockland goes the quests always suck and revolve around grinding the resource system. Something that asks a player to save someone's daughter or retrieve a missing chalice would be better, albeit cliche. In short, quests need to be fun, and not entirely based off of farming x resources or forging some weapon.
Second:
Combat is a major system in most non-city RPs, and sometimes unintentionally in city RPs. Besides the combat system being relatively unexciting and easy, most RPs don't put any work into the PvP aspect. Opponents should be challenging, not killed with four swipes of your sword. As far as PvP, I was working on an RP a while back (evented) where the wilderness areas between towns were PvP zones besides combat areas. This can make it unfair to new players who are being freekilled by experienced players with great weapons, so a system would have to be figured out.
In addition to this, combat shouldn't be entirely necessary. If you're just a trader or a traveler, you probably won't be carrying around a broadsword and a bow and 6 different other weapons while equipped with a shield, unless you intend to sell them. Someone who might want to travel from one town to another for whatever reason would probably only carry a dagger or shortsword. In essence, not everyone should be forced to fight as a means of traveling. At best, players might make a fighters guild to protect players who wish to travel during dangerous times but haven't taken the time to increase the fighting skills because they were busy trading or building.
Third:
Most RPs are based around getting resources to get a better item/weapon or to sell or to complete a task. There is a minimal or nonexistent trading system, and once you've acquired the best weapons there really isn't much else to do because the quests are boring and combat is unexciting. Basically, RPs need a good replay value, where there's always something else to do besides fight/harvest/quest. Strong player interaction to the point of player-made guilds, trading, and other creative roleplaying aspects are a must. All in all, RPs need more RPing, and some way to assist players who wish to.