Game design:Idea dump

The idea dump is the place where work in progress mechanics are stored that still need to be fleshed out. Once they're fleshed out in enough detail, that they're ready for review by the other developers, the specific article is promoted to Category:Proposed Mechanic. Proposed mechanics should be removed from the idea dump!

O.C.T.O.P.U.S.
Open Computerized Tunable Obsessive Playable Universal System (subject to change)

Combat System
How will battles, fights and other mayhem be handled by the game:
 * Zenbitz:Combat System Thoughts (superceeded by the above)
 * Zenbitz:IRC chatlog on crouching

Task resolution system
This relates to "skills" in character system below (but also other gauges, in principal)
 * Zenbitz:Thoughts on task resolution
 * Zenbitz:Non-combat interactions

Character System

 * Interesting thread: (inc. interview with Josh Sawyer)
 * Nalanod's ruleset proposal

How does the player interact with the his character (PC)? How does the PC interact with the gameworld?

Character Origin
How does choice of Origin(e.g., "tribal", "townie", "lone wolf") effect character generation. See the first part of
 * Proposals:Character_generation_and_stats

Resources
Please see: Design Patterns of Successful RPGs. A Resource is something the Player has to utilize to progress in the game. Resources are often granted for completion of quests. Resources can often be transferred between classes via in-game actions.
 * Zenbitz:Thoughts_on_types_of_resources
 * Refer also to Experience and Rewards

Innate Abilities
These are the characteristics that are "more" innate and inborn than others. You will recognize some of the as "stats" either primary stats or derived stats. There will probably be two types: Gauges (aka "stats") and Gifts (aka Perks, Traits or advantages). Which turn out to be which will depend on where the game ends up.
 * Proposals:Character_generation_and_stats
 * Zenbitz: Thoughts on innate abilites (stats)

Skills (aka Learned abilities)
In many games the distinction between a stat and skill is subtle. But for now, lets say that a skill is something that is readily increased during the game, and a stat is more or less constant.
 * Proposals:SkillTreeSystem
 * Zenbitz: Thoughts on skills (also appears in Ruleset/System ideas forum topic)

Perks/Favors/Gifts/Advantages/Traits
These are little "specialization" goodies that mod your character from the above innate abilities and skills. They might be "born in" or added with experience by choice, or granted by fiat (e.g., "Gecko Skinning").

Disadvantages
These are things that players give their character for flavor, but are rewarded with more "points" to spend on stuff that actually helps them. Fallout "Traits" were often mixed Advantages/Disadvantages.

Wounds, Buffs, and Health
How does the environment affect you? Can you chemically alter yourself? What are the benefits and/or consequences.
 * zenbitz' permadeath proposal
 * Proposals:Health_and_Damage
 * Zenbitz:Thoughts on wounding

NPC interaction
How does PC interact with NPCs? How do NPCs join and leave the party? How is reputation handled throughout the world?
 * Zenbitz:Really deep thoughts about NPCs and their disturbing personalities
 * Zenbitz:Thoughts_on_speech
 * RPGcodex party interaction proposal

Encumbrance, Equipment and Gear
STUFF! What will be common/uncommon/rare in the game. How will you cart it all around? How to handle "quest" or unique items.
 * Proposals:Catalog_of_item_types (upgraded from thoughts)

Below is deprecated.
 * Proposal:Encumbrance and Equipment

World locations, environment and navigation
Without getting into setting... how will the player navigate his surroundings? What passive dangers must he be hardened against or avoid. How does this tie in with "items" and "health" categories above.
 * Rippig:Temperature
 * Zenbitz:Thoughts On Locations and Terrain
 * Zenbitz:Thoughts on Temperature and Weather

Reward and experience system
What does the player get for "doing stuff"? How does it effect the PC?
 * Proposals:Use-and-Study-based Learning
 * Zenbitz:Experience and Reward system thoughts