I'm gonna be posting some polls on the site just to get some second opinions on changes to happen. Here are the first two questions.
1) If the current moving system would be changed to round based system instead of the 24-hour system, which one would you prefer?
a) One day is two rounds - each spanning 12 hours. Very fast game pace but offers less tactics. The priority is more on battles than character development and complex tactics.
b) One day is four rounds - each spanning 6 hours. The game pace is still faster than in previous version. Characters can use their time more freely. I'd prefer this one myself.
2) Making defects necessary. On previous character creation you could take on defects to get character points back. But what if in the new character creation each players needs to take defects up to certain amount of points? You could have many smaller defects or just few big ones, depends on how severe they are. This way information gathering comes more necessary when you try to find weaknesses on other players and their servants.
What about adding defects to abilities and weapons? For example if you go over certain amount of character points in creating it you have to take certain amount of defects.
3) Event cards. When for example you set out to town to search for another master. You are given a certain chance to find another master, depending on your sensing abilities and such. If you can't however find anybody, you might trigger an event. There are many more kinds of event triggers but that's just an example. Some events might help you, some might be just useless. Some events might be directly related to the main plot.
This adds more game quality. They are no longer usually than few posts. I could make it so that longer events are triggered when two players are interacting with each other - takes usually a while. Now this means that some players might get luckier than others when dealing with these events. Many events are just one time things and could grant some good benefits. Would this be too game breaking? On the other hand this encourages exploration rather than camping on base. It's risks versus rewards kind of thing.
4) How deep you want to take the stat mechanics? Strength, Dexterity, Wisdom, Endurance, Intelligence and Charisma. These are the stats I have in mind. The first four are combat stats and tie with the old system pretty well. However Intelligence and Charisma are more to the role-play side. Intelligence could be used to limit players from getting certain abilities. I was also toying with the idea of adding skills to the game where INT would play a role. Of course the skills system should made so that it doesn't slow the game pace. Charisma leans more to the NPC interaction side as well.
Do you think these stats should be emphasized in the game content? Should INT and CHA be combined to stat Spirit which would play the role of both?
5) Which one you prefer? Introducing new characters by text or through pictures? I'm rather bad at making descriptions so pictures would be a good alternative. Of course I'd try to use anime related pictures from non-popular sources.
1) If the current moving system would be changed to round based system instead of the 24-hour system, which one would you prefer?
a) One day is two rounds - each spanning 12 hours. Very fast game pace but offers less tactics. The priority is more on battles than character development and complex tactics.
b) One day is four rounds - each spanning 6 hours. The game pace is still faster than in previous version. Characters can use their time more freely. I'd prefer this one myself.
2) Making defects necessary. On previous character creation you could take on defects to get character points back. But what if in the new character creation each players needs to take defects up to certain amount of points? You could have many smaller defects or just few big ones, depends on how severe they are. This way information gathering comes more necessary when you try to find weaknesses on other players and their servants.
What about adding defects to abilities and weapons? For example if you go over certain amount of character points in creating it you have to take certain amount of defects.
3) Event cards. When for example you set out to town to search for another master. You are given a certain chance to find another master, depending on your sensing abilities and such. If you can't however find anybody, you might trigger an event. There are many more kinds of event triggers but that's just an example. Some events might help you, some might be just useless. Some events might be directly related to the main plot.
This adds more game quality. They are no longer usually than few posts. I could make it so that longer events are triggered when two players are interacting with each other - takes usually a while. Now this means that some players might get luckier than others when dealing with these events. Many events are just one time things and could grant some good benefits. Would this be too game breaking? On the other hand this encourages exploration rather than camping on base. It's risks versus rewards kind of thing.
4) How deep you want to take the stat mechanics? Strength, Dexterity, Wisdom, Endurance, Intelligence and Charisma. These are the stats I have in mind. The first four are combat stats and tie with the old system pretty well. However Intelligence and Charisma are more to the role-play side. Intelligence could be used to limit players from getting certain abilities. I was also toying with the idea of adding skills to the game where INT would play a role. Of course the skills system should made so that it doesn't slow the game pace. Charisma leans more to the NPC interaction side as well.
Do you think these stats should be emphasized in the game content? Should INT and CHA be combined to stat Spirit which would play the role of both?
5) Which one you prefer? Introducing new characters by text or through pictures? I'm rather bad at making descriptions so pictures would be a good alternative. Of course I'd try to use anime related pictures from non-popular sources.