Would be cool if between this week (that is being gentle with me) and next one I could have here all the details of the most important systems/problems/ideas. Once done, I'd go back to lurking and keep working in silence while knowing that people can come here and get an idea of what I want, would like, and things that I have to consider to be ready for Beta 5.
That said, something I wrote two months ago (with a little update) plus a temp list of monsters that could be in Dying Sun (far for being complete but it's based on Monster Manual 1 and some of my favourites) and the first faction (with placeholders in names):
Questing with style
Despite being a TBS game, Elemental is going to have a Quest system that should be abused as much as possible to flesh the world and civilizations used for the mod.
I consider to create quests to be something difficult. I mean varied, entertaining, meaningful and interesting quests. I like to tailor my quests specifically for my players (up to certain point), which means that they try to be story driven (related to things they have done and/or that can make their characters evolve) even if more often than not they are action packed (yes, that includes the main fighter of the group, while in a solo adventure, solving an encounter with bandits peacefully... to later change his mind to pursue and kill them
). A TBS is... different.
In an RPG quests are the way to tell a story (be it a John Woo one or a Spielberg one). The objectives of the game are to have fun, create a story and hopefully achieve some personal interests of the character you play (be it to become a God, to be rich, to avenge your family...). In a TBS you play to have fun. The part about creating a story is somehow lost in the sense that you cannot create dynamically one. At best you can create one that players will live during each game and that branches in some points to offer replayability and a feeling of being able to choose. And the game is played to win it too. Instead of a group of players working together for a (sometimes) common goal, in a TBS you have a group of players working against each other. RPGs are (when it works well) cooperative games, TBSs are competitive games. So to the usual difficulty of designing quests, I have now the added difficulty of their RPG nature altered to fit a TBS.
Quests cannot be cooperative (more than one player). At least not most of them. If possible, it'd be nice to have some cooperative quests for those moments in which players join forces for a common goal (although single player, multiplayer could get ome benefits from this). Also some competitive quests when two players are face to face. They should be circumstances dependant (if 2 players are allied..., if 2 players are at war...) but I'm not sure of how can it truly work. When should quests trigger? How often so it doesn't become predictable and/or boring? What happens if the trigger dissapears while the quest has been advanced?
Individual quests should be of two types: general and specific. The general quests would be open to any player (once per player usually) and should have some varied effects (good or bad depending of the result). The most basic one would be "Go to X and kill Y" (best suited for extra experience and money) or "Go to X and talk to Y" (this type would seem appropiate to start/continue a quest chain or to reward the player with some map info, tech...). From a Dying Sun point of view, they could be "Go to Frozenheart and raid the Castle of Bones." or "Go to The Red Tower and talk with the Archimage Lorem Ipsum.". The specific quests would be related to factions and/or Sovereigns. It'd be nice to have some tied to some of the default Heroes.
All that said, Quests in Dying Sun should provide one or more of the following:
- Experience for the involved
- Money for the faction
- Magic item for the involved
- Artifact for the involved
- New technology for the faction
- New power for the faction
- Special power for the involved (D&D based or not)
- Another new Quest
- Chain to another Quest that follows the current one
- Lore (not as reward though!)
- Story advancement (campaign?)
- Mundane equipment
- Information about a location the map (data, position under the FoW...)
Quests should be only doable by Sovereigns and Heroes. Some could involve combat (This is D&D!!!
), some sort of skill check (they should have skills like the ones of the RPG: Diplomacy, Athletism...) or something like that. The Quests related to the Quest Victory should be only doable by the Sovereign.
Potential list of creatures planned and/or wished:
- Angel
- Balor
- Dragon
- Dragonborn
- Drow
- Dwarf
- Eladrin
- Elf
- Goblin
- Golem
- Ghost
- Ghoul
- Human
- Lizardfolk
- Orc
- Rat
- Shadow
- Skeleton
- Tarrasque
- Tiefling
- Vampire
- Warforged
- Wolf
- Zombie
There are some ideas of factions (some are already mentioned in the original Dying Sun thread, maybe with some makeup). I have given priorities to them to those who I really want for sure at this moment and based on the classes they would be using (Priority: Alpha, Beta, Gamma, Delta...).
There is only one Priority Alpha faction, which will come with two Sovereigns. Most of the basic work wil be done just to make it work and, most probably, won't be any other faction until this is totally done. One of the Priority Beta ones could be started earlier for control purposes (France is actually quite similar to Vizcaya, so most probable candidate if that was to happen).
Priority Alpha
Vizcaya
Purpose:
First faction. Used to introduce the first changes to the game and first tests. Basic humans like in Elemental. The theme would be of a warrior like people which has developed, as consequence, some specialization in combat and equipment. Classes to use by their Leader, Heroes and Sovereign: Guardian Fighter (sword and shield) and Archer ranger (Bow). Those two classes introduce the first Power Source: Martial. They also give the faction a Defender and a Ranged Striker.
They should excel at combat, be average in city building/research and penalized in diplomacy. So the character system would be changed, the combat system too, first custom tech tree, first dealings with diplomacy and other character skills, first power source and it's implications (with two different classes for a better view point).
Theirs would be the duty to make sure that the combat system can be made, how to be made and how it works. As well as the new Sovereign creation process (partially at least), skills, new traits... Once They are done, it's only a matter of adding more things that would follow similar implementations (other power sources) and create new systems to adapt other systems or to improve existing things.
I wish this was as easy to do as to write. 
Role: Martial Defender.
Expertise: Combat.
- Species
- Human
- Race
- White
- Hair
- Brown
- Skin
- "White"
- Aligment
- Neutral
- Leader/Hero/Sovereign Classes
- Guardian Fighter (Martial)
- Archer Ranger (Martial)
Sovereign:
- Name: Tatiana Arantzazu
- Species: Human
- Race: White
- Aligment: Neutral
- Class: Guardian Fighter
Sovereign:
- Name: Antxon Urrutia
- Species: Human
- Race: White
- Aligment: Neutral
- Class: Archer Ranger