Also, in the Planescape cosmology, all D&D campaign settings exist as alternate material planes. NWN2 acknowledges this with the character Startear in the OC, and Phineas the Sensate in SoZ.
Modifié par Tchos, 30 novembre 2013 - 09:55 .
Modifié par Tchos, 30 novembre 2013 - 09:55 .
Lugaid of the Red Stripes wrote...
Make sure to focus on what's fun, otherwise the feature creep can kill your mod. If you want to do an elaborate death system, try to first plot out an interesting quest/side quest that makes good use of the system you have in mind. Then as you implement the quest, you can figure out which parts are fun or interesting, and which parts you don't need to bother with.
For example, why just have the death system be a bunch of fines and penalties for dying? Maybe some of those essences come with strings attached, and it might be worth dying to get rid of them. Maybe dying is the only way to meet certain spirits, or dying in certain areas/conditions can lead to interesting outcomes. Does anyone else die in the game world? Can you bargain over their lives?
Ultimately, you just have to make dying more interesting than hitting the reload save button.
I want the player to not die willingly, just to meet certain spirits. I just want them to feel like dieing shouldn't happen much. But if it does, it will also be rewarding after some deaths by meeting some spirits, or learning something extra on the main plot.
Modifié par andysks, 03 décembre 2013 - 02:09 .
andysks wrote...
May I ask, what kind of death system you will be using?
