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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Thu Apr 23, 2009 3:23 am Post subject: Socionics RPG |
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Hi all. I'm working on a patch to the Advanced Dungeons and Rabbits online RPG system which implements socionics information elements. The basic idea is to improve on the existing system by adding biases based on socionics. For example, socionics LII/ MBTI INTP types (like myself and Bjorn) easily infer the presence of random "essences", like fire and water, which accent spell damage. This makes LIIs and ILIs/INTJs, who also have strong logic, better than anybody else at magic. There is also an associated negative consequence in that LIIs and ILIs only have a very slight random chance of identifying which defensive essences are available, something ESEs/ESFPs and SEEs/ESFJs specialize in.
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DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Tue May 12, 2009 4:31 pm Post subject: |
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We've installed the Advanced Dungeons and Rabbit mod. Everything seems in working order.
This project is open development and all are invited to join the discussion.
http://www.metasocion.com/forums/viewforum.php?f=32
So far I've tweaked the game play vars to make things easier, without making them too easy. It's about Grandia Xtreme level: not cerebral, but not a rush through either.
New features coming:
- an expansion of the stats system to include psychological functions, which modify the classical attributes systems in subtle ways
- integration of "discovery" functions into the battle system: find hidden opportunities that only your type can find.
- a "transcendent function" system which allows one to enhance one's power temporarily. (only past a certain age and after fulfilling certain conditions). Essentially a rage system.
- a which allows players to change the game world dynamics and present challenges to each other. A reward system for players who take on "villainous" roles by granting them great power. (we're going all out with this: dark music and everything).
Our main focus will be on education. We will present the traits we propose exist in a fantasy setting, and let people choose for themselves whether or not they are what we think they are.
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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Wed May 13, 2009 1:41 am Post subject: |
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The maintainer of the site, Reuben McNew, says he is serious about making it a professional offering, and is apparently willing to put money where his mouth is. I'm just twiddling with it, basically, with no real interest in it. However for those interested this could be a lucrative opportunity.
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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Wed May 20, 2009 2:25 am Post subject: |
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We've implemented the psychological type system into the database. Not yet put in the specific values, but we are using dummy values at this time.
What I am envisioning is an evolution of the D&D system. Experience levels will continue to be the cornerstone of character development; however, psychological type will determine the effect of the levels. For example, if a character should be a TiNe type (like Bjorn or myself), then they will automatically gain the capacity to learn higher level spells after reaching a certain level. This because they are presumed to have developed understanding of the spell by their own thought. People of the opposite type (FeSi) would have to be taught the spell, because they cannot conceive of higher level magics on their own. They would have to receive training in some way, or find a specific item to allow them to do it. This in addition to attaining the necessary level of experience required of the TiNe type to learn the spell.
This will extend to other skills as well. A skill will have to be learned before it can be used. Skill aptitudes will be based on the energy ("work") type of the person, the second type which is unknown by virtually every mainstream psychologist at this time. It is a concept I pioneered, the beginning stages of which I'm sure you not so fondly recall! The work type determines the effectiveness of a skill once it has been learned. This adds a new dimension to game play: although you may be able to learn many skills, only a fraction of these will prove truly valuable. The most important thing about this game though, is that it will teach other people -- especially kids, hopefully -- just how different they are from each other. This will help them to respect each person for their strengths and to help them understand also how to help others compensate for their weaknesses.
I want your opinion on this.
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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Wed May 20, 2009 7:03 am Post subject: |
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I'm thinking of knocking out the class system altogether. No need to enforce item restrictions when mediocre skill levels will compel the player to avoid play strategies that are inoptimal for their type.
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