deuxhero
Arcane
Would making EXP an in-universe concept be a workable design idea?
My basic concept is something like this
In *game world* everything alive has some "magic" (let's call it "mojo") in it (even down to the grass, though it provideds less than 1 point). By "killing" something, people can absorb the victim's mojo into them. Obviously things that do this on a regular basis to others give off a good deal of mojo. Eating things that have once been alive can also provide the eater with mojo (this mojo may do the "recover HP with food" shtick).
This could create interesting effects on the game world. Suddenly "butcher" is a high class profession. Above all, IMO, having magic be central to a world, rather than restricted to old introverts in robes most people don't meet, always makes a more interesting world.
By making the world aware of the existence, unique mechanics also could be introduced. For example, finding a way to eat something alive may provide a much greater amount of mojo. Another idea could be that well crafted inanimate objects, and esp magic ones, can have mojo as well, and breaking them can allow you to
gain mojo as an alternative to selling it for gold.
Passing an arbitrary value to gain more power may not be the best idea with this system though. As an alternative, mojo could be spent directly on abilities/stats (use the mojo to build up your mussels, or with sufficient mojo, make radical changes to your body, like get that abovementioned "eat things alive" ). It's a little strange for skills though, having a trainer involved only makes it slightly more sane. Hmm...
OK, that sprialed out of the inital idea.
My basic concept is something like this
In *game world* everything alive has some "magic" (let's call it "mojo") in it (even down to the grass, though it provideds less than 1 point). By "killing" something, people can absorb the victim's mojo into them. Obviously things that do this on a regular basis to others give off a good deal of mojo. Eating things that have once been alive can also provide the eater with mojo (this mojo may do the "recover HP with food" shtick).
This could create interesting effects on the game world. Suddenly "butcher" is a high class profession. Above all, IMO, having magic be central to a world, rather than restricted to old introverts in robes most people don't meet, always makes a more interesting world.
By making the world aware of the existence, unique mechanics also could be introduced. For example, finding a way to eat something alive may provide a much greater amount of mojo. Another idea could be that well crafted inanimate objects, and esp magic ones, can have mojo as well, and breaking them can allow you to
gain mojo as an alternative to selling it for gold.
Passing an arbitrary value to gain more power may not be the best idea with this system though. As an alternative, mojo could be spent directly on abilities/stats (use the mojo to build up your mussels, or with sufficient mojo, make radical changes to your body, like get that abovementioned "eat things alive" ). It's a little strange for skills though, having a trainer involved only makes it slightly more sane. Hmm...
OK, that sprialed out of the inital idea.