I am interested in bringing back an idea just so we can kill it once and for all (this is my job) (it is fun)
What I’m going to be changing from the dr6 plan from 2021 (assume everything else is kept):
- 6 hosts. Each one ‘mains’ a chapter, ensuring heavy activity during all but the trial phase. 1-2 other hosts assigned as backup. Other hosts not expected to jump in but can.
- We go with the above because it changes ‘high activity over the course of several weeks, with a couple breaks in between’ to ‘very high activity for about ~3 days, and medium activity for a few more’
- Comprehensive and standardized method for writing action resolution to reduce host confusion.
- tbd method for handling constant PM creation.
- Out with stats and in with skills. Reducing role bloat by sectioning off ‘Can I do this?’ to skills. Uncommon and rare skills gate off actions that require education or background in that to reasonably perform, to varying degrees. This will reduce role bloat while also avoiding ‘how did you have this ability’ scenarios.
- High customizability. Players are assigned an ultimate and one ability. They are given a few choices for backgrounds (and may write a custom one). These will impact skills and starting items.
- Standard win condition will stay. Endgame will stay. Other win-conditions will be added and ARE NOT necessarily defined at the start of the game. Broadly, people not on the staff will be traditionally ‘survivor’ aligned as standard and people on the staff are varying degrees of ‘chaos’ aligned.
Death (very out there but floating it anyway lmao, sufficient player willingness to kill will change a lot here):
- Miring will be back but won’t be like…as mystical. We can keep this mundane-ish.
- Being caught on trial does not necessarily mean you lose. It does massively change how you play for the rest of the game, as you’ll be on staff for the rest of the game.
- Winning trial does not necessarily mean you leave the game. Part of the staff, and possibly influencing game elements.
- probably going to be a whitelist system to ensure activity / willingness to actually engage with the game’s systems
- we figure that out as we design lmao
I don’t know why I’m doing this
Game will be done when it’s done (and probably targeted to run over the holidays)