Jed
Cipher
As per bits of coversation in this thread, I thought I would go ahead and take the initiative to get the ball rolling on a thread to discuss (create?) an "original"--at least as original as is possible, considering the work of many game creators before us--rule-set (more) ideally suited for computer role-playing games.
The conversation thus far:
So, I don't how interested folks are in really trying to flesh out a rule-set for CRPGs, but at the very least it might make for interesting conversation. I, for one, would be interested in seeing this project manifest a useful tool for CRPG development....after all, if we build it, we might someday reap the rewards in game play.
The conversation thus far:
Monte Carlo: I've come to the conclusion that CRPG developers need to wean themselves off of brand recognition and make their own reality....but the suits won't let them do it. Result? Generic, bland, sub-console pap.
Me: Makes me think we should write our own ruleset collectively here on the forums. After all, if the arch-critics of the RPG Codex can't write a suitable rule-set for CRPGs, who can?
Sabotai: Well, there are certainly a lot of opinionated, knowledgable people with lots of game ideas on this forum. So, why don't we? Has anyone given creating an alternative to the d20 system any thought? Or might have heard about a similar project being developed right now?
Monte Carlo: It depends what you want to use it for. I think an interesting project would be to try to develop a generic RPG mechanic (rules, not technical) that was geared towards CRPGs and not a McGuyvering of an existing PnP ruleset. Sort of a pen & paper version of Freeware My own favourite is the Chaosium D100 system used for RuneQuest, Stormbringer and Call of Cthulu. Elegant, intuitive and easy to learn. As it's based on percentages it would be easy to program. If I were to design my own I'd use that as inspiration, rather than D20. This system, like any I would personally set out to write, is classless, level-less and devoid of alignment.
udarnik: And if I were to build a computer RPG, I wouldn't use a rule system at all. I would make something similar to a first-person-shooter but add dialogue and exploration. In order to represent the character's progress (gaining levels, so to speak) I would augment the player's ability to control him. Guns would bob less, you could run faster, see in darker light, jump higher, see farther, receive warning messages of impending danger, be able to do different combat moves with melee weapons, etc. Of course, I love wargame/rpgs, too, but I'd like to see an immersive Doom/System Shock/Morrowind kind of game.
Me: I think the whole d20 premise is wrong for CRPGs. I'm no programmer, mathematician, or game dev, but something seems intuitively wrong about basing a computer game rule-set on the number 20. 10 or 100 makes much more sense.
So, I don't how interested folks are in really trying to flesh out a rule-set for CRPGs, but at the very least it might make for interesting conversation. I, for one, would be interested in seeing this project manifest a useful tool for CRPG development....after all, if we build it, we might someday reap the rewards in game play.