by Peter » Sun Jun 07, 2009 6:57 pm
Have you considered a different system, such as tying stats to actions? I mean, you don't get stronger by eating beef, you get stronger by doing strenuous work.
The main problem with the current system is that there's no obvious connection between eating fish and getting smarter. It's never a good idea to have a game element that can't be anticipated. I for one had no idea that foods did anything besides keep you alive until this point.
Further, since you don't need to eat to stay alive, and often don't have a choice in the food available, you will sometimes be forced into eating whatever is available- eliminating player choice as to what kind of character they want to play- let's say I want to play a intelligent, sickly character. In order to make that character, I must be by the sea where I can fish regularly. Nowhere else will do. If I want to play a clever old woodsman who hates the sea... I can't.
There are several alternatives that all allow for better roleplaying and accessibility:
- Tied to labor: If you are always chipping stones, you get a gradual dexterity increase, chopping trees increases strength, and weaving dreamcatchers or perhaps writing on parchment improves your mind.
- Tied to meditation: Using dreams and such allows you to introspect and gain abilities you've always had... in other words, you can use dreams to improve your stats while logged off or something.
- Point-buy: Rather trite, but new chars can spend points to buy levels in stats. If there's no other way to gain stats, then people are more constant, which isn't all that unrealistic.
I'm not sounding crazy, here, am I? I don't care what system is used, as long as it's something you can expect beforehand.
Surprise.