Oh, and I forgot, but as for all your other posts and their points, I find all your points reasonable, they sure make sense. I do sometimes implement a chance-based system, such as a 1/3 chance of failing, for example, but these are occasional and mini game-like. I noticed that rules tend to limit interest, however, at the same time, the range and damage modifiers you mentioned are peculiar.
I did have in mind, for roles to play a stronger role. I sort of attempted this in Obumbration, of which we role-play as vulnerable kids with extreme near-death powers, intending to mean that everyone relies on each other, effectively playing with death to overcome obstacles.
I had other rule-like ideas:
One was as allowing users to play as harmless, worthless characters other users must look after (for example, the Little Sisters from Bioshock).
In Scions of Sorcery, I attempted to induce an NPC-like companion for every character, to be like a sidekick that is core to exploring the world and its backstory (such as Navi from Ocarina of Time), however, Scions of Sorcery seems to have died.
I have a plan for my next RP, but this next idea probably won't come to fruition. The idea was to have a cast of NPCs, who tag along the main adventure, appearing, disappearing, and reappearing once in a while, somewhat similar to some companions during Mass Effect 3 (Zaeed, Jacob, Thane, etc.).
I thought about the idea of death in RPs. Is death really the end? In my first RP, which is long dead, you could resurrect fallen companions. So, if a user's character was killed, it was up to the survivors to resurrect/revive that dead member, similarly to what happened in Dungeon Siege 1.
Granting greater power: I've been doing this in most my threads. Sometimes, I allow users to god-mode, autokill/autohit, and this does seem to help diversify the style of RPing. It also helps change things a bit, and gives people power, allowing them to feel, well, powerful!
19-Jul-2017 06:21:04