suggestions

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Suggestions

A playground for random ideas and discussion we come up with. You want to see something in the game prior to its beginning? Put it here!

  • Ideas for the Core World:
    • The fabric of space in the Core World (name pending) is a little bendy there due to some phenomena, which means spaceships from across time, space, and dimensions are likely to warp there first when they enter this universe.
    • As a result, the core world has seen many, many alien species come and go, bringing their people, culture, science, money, and warfare with them.
    • There are permanent cities and structures, but one planet will be the 'melting pot' while cities and colonies on other planets in the system are mostly homogenous with the locals.
  • Currency/Currencies. With the amount of comers-and-goers in this Universe (I'm thinking Space Dandy tier for sheer number of aliens, so we can also have random aliens in a pinch) there's a unified currency made to keep things relatively simple, using the ¤ sign (Unicode: U+00A4, HTML: ¤).
    • ¤150 of something can mean the way its transported (coins, digital, gemstones, precious metal, on card) becomes irrelevant, and the value itself is what matters more.
    • Not resource backed either because in space there's so much resources that it'd fluctuate or hyperinflate like crazy. It'd have to be fairly flat.
  • Culture: What sort of culture are we going to encounter? What is the closest parallel IRL/In other media?
    • What sorts of things do they consider taboo? How open are they as a society? What things are considered the norm?
      • Would they care about slavery?
      • Would they care about public nudity?
      • Drug use?
      • Religious overtones?
      • Etc.
  • We need to make some changes to Character Biographies and how they function:
    • First, Language and Cultural Familiarity should take subsection under Mental Traits, rubbing shoulders with personality, likes, dislikes, goals, and such. I felt as though bundling the languages spoken under a Communications skill was a bit of a waste, and the Communications skill is reserved for in depth understanding of using related equipment or crypto/etc.?
    • Second, the way skills were laid out was vague in regards to how skilled the character was. With the previous way of writing up, it was difficult to tell how skilled they were at a moment's notice. Having the skill was binary Yes you know or No you don't, no shades in between. I'd like to know if my demoman is just learning the ropes, or if he can defuse the bomb with his eyes shut.
      • Perhaps this points/dice sub-system in the parenthesis is optional, but hey, the descriptors are there. vOv
      1. Unskilled (0 Points, 0 dice)
      2. Beginner (1 Point, 1 dice)
      3. Basic (2 Points, 2 dice)
      4. Intermediate (4 Points, 3 dice)
      5. Advanced (7 Points, 4 dice)
      6. Expert (11 Points, 5 dice)
      7. Master (16 Points, 6 dice)
  • suggestions.1462787420.txt.gz
  • Last modified: 2016/06/02 21:14
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