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Guides:Game Concepts

3,053 bytes added, 13:18, 15 July 2011
''These are just ideas remember its the wording that people latch onto that provides a creative drive for the real people behind the characters. FRP? More psychology! These are not '''definitions''' so much as a sketch for people to aim toward''
 
== Religions ==
 
=== Fo ===
 
As a priest of Fo my purpose is to guard and consort with the world that Fo created. To preserve both animal and human, crop and unruly hillside.
You know nought of me that consort with gold or man or wife and yet fail to revere the land on which you walk.
I preserve the world as it was made and detest your inadequacy that cannot feel the land as it is and live with it.
 
=== Libila ===
 
Think thee that I choke and strangle, ye foul being that hath no compassion for the dweller in the dark?
I do not choke, it is you that choke that fail to live with the reality of death and decay.
Fo is not so strong! Without me his 'love' would persih and wilt as a flower!
 
=== Magranon ===
 
Hear the roar of the Wurm untamed. You are but a shadow burned upon a wall.
Let the compassion of the fires of wrath sear your soul and come to me clean and penitent.
I am not unkind. I am merely harsh.
 
=== Vynora ===
 
Oh woe! Woe! Woe unto thee that fail to see my light.
You are but Fo's creature, though to me you belong!
Haste not to thy death along the weary roads of entanglement and destruction,
But travel my path in speed and with will and create as I have tought you.
 
=== Gods ===
 
The gods must be distinct. Priests should have a calling and a sense of purpose. Followers should have some reason to follow.
Stratify the world so that players have to choose, if they choose to choose.
Followers of Fo must have benefits and penalties. Likewise followers of other religions.
Priests must adhere to the path of their god.
 
There has to be a sense of choice here. To follow or not. To be priest or not. There must be consequences so that the player is engaged by their own choice.
 
Humans are not good or bad, they are prejudiced or not. The extent of their prejudice is the degree of their limitation.
 
Gods and religion are important concepts in the mind of humanity but they are only ideas. But our choices ae not just ideas. We have to live with our mistakes or our success
 
== Carpentry ==
 
This should be a basic skill 'easily' gained.
''Note the immediate difference here. One skill is not an entire game concept. It is a small part of a big jigsaw.''
 
Generally involving the basic '''tools''' of survival, carpentry should be a default skill that all players gain as they play the game.
''Carpentry is a game mechanic, its not part of background atmosphere so .. a bit more specific definition about general limits ...''
 
Carpentry should not be a '''skilled''' profession but the ability to make some products to a high degree of effectiveness should make a big difference.
Effortless survival is not the same as effortful survival. But the the basic ability to survive is importatnt.
 
Carpenters, like masons, should be the base level supoprting personnel in Wurm.
--- In a game where you live or die by skill, basic skills have to be considered vital at both low and high level.
 
In Wurm this is already an accepted ethos. That is, that the most primitive skills still have value at greater degrees of accomplishment.
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