Re: Paw Prints. A turn-based strategy roleplaying game, by Aprone.
@Aprone, I'd agree with Phil on difficulty, though i confess at the moment I'm not sure whether the trouble I'm having in baby steps is due to the difficulty of the game, or just me being generally distracted these days as I have been.
I'm not sure if I'd personally have a "ranger" category of surviver, sinse realistically how many people are actually "Rangers" in real life and could make bows and arrows out of random wood or turn a wolf skin and a couple of twigs into a fully functional habitat .
I do like the idea of making characters personalities and relationships a bit more complex, but I'd myself prefer various traits not just a blanket "good" or "evil" thing.
Traits could include:
Greedy: gets more unhappy if not given a full ration.
Entitled: Will be more unhappy if
someone has something such as a blanket they don't.
Intrepid: More likely to make and survive journies alone.
Martyr: will be happier when doing dangerous or difficult things.
Pragmatic: does not lose happiness from exposure to corpses.
Complainer:If unhappy, will reduce others happiness through they're complaints.
Caring: Will gain more happiness if left with children, the injured or eldily.
Strong back: Will not become as tired from physical jobs.
Stick picker: Can keep a fire going with less wood.
Clumsy: Will be more likely to be injured doing hard physical jobs.
First aider: will be more likely to find medical supplies like bandages and splints.
Coward: Will not help if attacked.
You see what I'm thinking with these, personality traits that affect how people relate to each other, with each person given a random selection meaning that maybe some people are better suited for some things than others, particularly if people get a couple of traits each.
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