Ryme wrote:3) Decisions about several ascensiony factors, including
a) types of runs: softcore, hardcore, casual, no-IotM? Bad moon equivalent where no permed skills are a factor? Is there a more truly level playing field we could pick? Are there mechanics other than "the pull" for softcore alternatives?
I definately like options, but one thing I've always thought about is in addition to different rewards, how about different content for the types of runs, that way people can have even more incentive to play the game and retconsend more often to experience the differences... kinda like going through a choose your own adventure book repeatedly and deliberatly picking different choicse so you can read the different versions of the story. As for "pulls" I think as people discussed before it can be a future/alternate universe version of you sending it to yourself or something. Having the "standard" run be one that encourages a level playing field would also be cool, as I am definately an advocate of trying to make newer players feel like they can be as cool as older ones.
Ryme wrote:b) skill perming. I think this is one of the most appealing factors of KoL, so I'll absolutely have it in some fashion, but there's room for variety. For instance, do all skills need to be permable? Can some be specific to a class and never permed? Should there be extra skills that aren't class specific? This is also obviously affected greatly by the ascension choices: if there's no hardcore, say, or no softcore, then we might not have two levels of perming. Or could there be three levels if there's some other option out there? Or a way to play a run without accessing permed skills that's not like Bad Moon, to remember how a vanilla character works?
I think that you should not nessicarilly be able to perm all skills... at least not equally. Perhaps you can only perm higher level skills if you've already permed lower level skills? The rationale is that the lower level skills give your mind a framework that allows the higher level skills to work, the whole learn to walk before you can run idea. As for non-class skills (a la the KoL gnome skills) I think that would be an awsome idea and could add a lot to the game! Perhaps even tie some of the higher level content to it, you need to retconsend and thus gain these skills before a new area opens up?
Ryme wrote:c) Ways to introduce variety into successive runs. I think reputation will be one of these--in a fast run there won't necessarily be freedom to switch back and forth easily, and this can be expanded, maybe even be a factor in a quest. Still, there's room for other options. Choices in quests which determine options in later quests. Multiple rewards for quests, depending on how they're solved. Stuff like that. There might be an obvious parallel between the teet/booze/oxy paths and KoL, but are they really interesting, and is that worth copying? What about a no-sidekick run? Or restrictions on transportation? What else might be interesting?
One run idea that collectors and other power plays do for fun is the speed run... perhaps make this have it's own reward, as an optional restriction you can retconsend into a world in peril where you need to "save the world" (ie complete the content) within a certain time period... if you do it you get a big payoff... if you don't you have wasted a run, or lose a permed skill or some other penalty?
Ryme wrote:d) Possibly reconsidering how sidekicks work. There seems to be a general dissatisfaction with the current method of having them as special buffs, and a lot of requests for more permanent options. I've been fighting it, but if I'm going to mess with this mechanic it should be before retcon is an option.
How about the idea of having perment sidekicks that are similar to KoL familiars? Ideally you could have it so that the system was a bit more complex and you could really "nurture" them and guide thier development... maybe even picking what skills they learn on thier way up... a big part of the super hero genre is the sidekick and many great stories have been written about the sidekick becomeing a hero themselves. This could lead to another level of the whole retconsension thing where you lose your sidekick becuase they go off to adventure themself... but they come back on occasion and give you some kind of benefit (temporary companion, buffs, side quests, items they "though you might like" etc).
Ryme wrote:At the most basic, I'm committed to the idea of being able to replay the quests, and within that guideline I think it's really only compelling if there's some means of improving your character with each attempt at a replay. Beyond that, anything could work.
One somewhat radical (at least radically different from the KoL ascension) idea that was in mind is sticking with transmogrification. You don't come into a slightly different world and repeat the quests... everything you did, you did, it's still you, only altered. Now to make it fun and simulate new content is to take at least some of the existing quests and make them repeatable. You beat one goon shaking down the Galaria, now you come accross a different goon doing something similar elsewhere. Just make a system that swaps in a list of names and such and have the quests reoccur periodically. Make the rewards a pull from a table of different but roughly equivlant items. One time it might be a level appropriate weapon, another it's a helmet, etc. Heck if you really wanted to get contentastic you could of course do both a retconsension AND a transmorgification option...