@arkandel said in Wheel of Time mechanics:
@faraday I have somehow managed to not add a single line of code on mushcode in my life so far and I'd like to keep it that way.
This is worthy goal.
Ares makes it so you don't have to re-invent the wheel to get a lot of the basic stuff that people take for granted taken care of. bboards, mail, logging, etc and that tight integration of web that people keep touting.
Evennia may have this taken care of too with various contributions, but I haven't really dug in to that yet. I'm hoping it does? Professionally, python is a language I should be more familiar with than I currently am and working on Evennia would have some immediate benefit outside of a fun place to play.
@arkandel said in Wheel of Time mechanics:
If lore is a resource in and of itself, what does it buy and how do we make it as useful as ordering around cavalry units? Because that's what we're talking about here, right? Making fun choices... so what could make you think "damn, I bought those horsemen but I kinda really wish I could have afforded more lore!".
Not exactly the same thing and I'm not sure how to put this mechanically in a system.. but it makes me think of the very beginning of Raiders of the Lost Ark. Indiana Jones (high lore, bunch of action worthy skills) finds ancient tomb, gets a McGuffin. Belloq (the French archaeologist) is waiting outside with a tribe of retainers (still high lore, more social skills). Indy can take Belloq in a fight one-to-one no problem.. but Belloq has overwhelming force of retainers so gets the McGuffin.
Maybe system wise... some sort of Contacts skill lets Belloq know that Indy is going after the McGuffin that is triggered by Indy putting in a +request to go raid the tomb. Belloq puts in a request to follow after Indy and just wait outside the tomb.