Wednesday, June 10, 2009

That pesky grind stone again...

Well I am back to writing the story and history elements of the RPG again. There is allot of explanation, at least in my own head, about why things break from tradition. One such area is in the use of mana to create effective weapon enhancements.

In MD I wanted to break away from the usual +4 long sword or uber death and go some where else. Items (armor, weapons, trinkets, more) will be conduits for energy or mana. The player then can place in the item a focus that gives the item powers and effects that are greater then the base item.

So why do this? Well first this is the natural evolution of what other games had started with gem slotting and such. but more then that, it give the player power and options. A player can carry a series of small light foci, expendable or not, and in situations fop them out and put new ones in to alter the effectiveness of the item.

This also allows the player to go shopping for powers. And instead of having to offer useless items that weigh a ton, more useful base items or foci can be offered as rewards. In the end, I think this and the story behind it will help to set this role playing game apart from the rest.

So, back to the writing...there is more to do and more to get out of my head. Any one have a melon baller?

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