Hogne Håskjold wrote:
Hi all


So, I would like to gauge where the devs stand on some issues:
- Do we want to add several new factions to mainline?
- Do we allow for temporary (large) regressions in unit balance in devel?
- Do we want major restructuring of the damage types, abilities, etc?

Furthermore I think we should discuss what kind of "Fantasy world" we are aiming for, and in that regard which principles still stand (like the "No opposites!" with regard to damage types and the like). Internal consistency is important here.


I guess I should answer my own questions also, I will tie the individual questions into my take on the setting Wesnoth represents. My take on Wesnoth is that is follows a rather typical "High fantasy" setting similar to for example Forgotten Realms with some notable exceptions:
- No Religion/Gods
- Wesnoth only contains a small subset of what DnD offers when it comes to available races, abilites, weapons, etc.

I think many find that the fact that the subset is rather small to be odd, since Wesnoth has taken the path of "High Fantasy". I don't believe that keeping this subset to the minimum is the right way to keep Wesnoth unique, after all we are opting for a rather traditinal fantasy setting.

When it comes to complexity I think it's vital to make a seperation between "Game Logic" and "content". Players can handle a wastly higher complexity in content than in game logic. Wesnoths main boon in gameplay is how the game logic is quite easy to get into. However, I'm not quite sure such a rigid stand should be made on content. What makes a fantasy world rich is just the content, and if we look at other RPG games they have an incredible amount of content in the form of races, classes, weapons, feats, skills, abilities, etc. Still players seem to cope with this complexity of content rather well, and also enjoys the depth and diversity it offers.

Therefore I would like to see an increase in content for Wesnoth to make it as rich and exciting as possible for the players. What is important in this aspect is to keep the content internally consistent because this greatly aids players to understand and cope with a diverse and large amount of content.

This means I don't agree with statements like "no opposites" when it comes to damage types because imo this doesn't follow the rules of a "High Fantasy" setting. If we want to go with an established setting, then we need to either follow it's rules, or more clearly state our own.

--
mvh                 (o_
Hogne Håskjold      //\
                    V_/_
                        


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