@arkandel said in Wheel of Time mechanics:
Yes, that'd be great. But (and this isn't WoT-specific), what makes it worth it for them? What can they do, in practical terms?
Crafting is easier in a way - they can make cool swords and staves. Trading requires an economy, and we haven't discussed that at all, but I'd very much like to. Finally... lore.. I don't have anything here. What's going to come in as handy as the stuff we've been discussing already?
For trading, one option that might work is to tie building and equipment into a resource system. I've never played Arx, but I understand they do that and it's a great idea for a long-term game and giving players long-term goals. If you want to play Daes Dae'mar, you have to build up a warchest to bribe, gift and impress all the right people.
For lore masters, there are so many examples in the books of Rand and company going after a goal because one of his sages or scholars mentioned it. In game terms, sages might earn 'plot points' of some kind, which they can turn in for long-lasting game effects arising from staff or player run plots. And they can assign the benefits of those points to others.
Want your character to discover the lost Heron-Mark Back-Scratcher of the Lost Sedai? She better be as invested in lore as she is in the One Power. Or make very good friends with somebody who is.
Essentially, it would promote creating an RP partnership. Tomb Raider style lore masters and their Aes Sedai and Warder patrons going on wacky adventures, etc. Especially if you put a cap of one or two on the number of uncommon/unique Ter/Sa'/Angreals a given character may possess.
Basically my philosophy on MU*s these days is that it's all about cultivating RP circles and things that give you narrative reasons to do that are usually good.