Key design elements

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The following article lists agreed upon key design elements of PARPG. They're meant as personal suggestions for now and are up for discussion until we've reached a well-grounded consensus about these aspects. We might even need to reconsider some of them after completing several milestones, e.g. because a feature turns out to be too hard to implement due time restrictions.

Note: this page should get reworded once we've agreed on drafts for the different departments.

Contents

Relationship to the other RPGs

  • Open Source RPG, inspired by titles of the golden age of isometric roleplaying games: Fallout, Arcanum, Planescape: Torment.

Game mechanics

General

  • Singleplayer RPG.
  • No multiplayer or coop mode.
  • Mechanics should resemble pen & paper RPGs.

Combat

  • Tactical, turn-based combat.

Dialogue

  • Provide a variety of choices in dialogue that lead to actual consequences; avoid pseudo consequences (different options that lead to the exactly or almost the same outcome).
  • Available dialogue choices that depend on player character statistics and skills.

Party interaction

Quests

  • Multiple ways to reach a goal and complete quests.
  • Implementation of non-violent ways to solve quests.
  • Influence of player character stats.

Artistic direction

  • Isometric 2d graphics.

Setting

Story

Ruleset

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