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Eskarion

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About Eskarion

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  1. I'm not quite sure why it is always focused on the dialogue options. I think it would be more interesting or fitting if you have tags for kind of intention/behavior and your stats would influence the quality of the answer you get. If you're very intelligent you may get more detailed information about the things they tell you about, if you're very charismatic they may be inclined to tell you more personal things, if your very perceptive you might see sth. in their body language, if you're very strong you're intimidation is more effective and more likely to be true or on the other hand just sth you may want to hear even if it's false because they tell you everything so you just let them go etc. Let your stats decide about the kind and quality of information you get not the way you ask and by that keep it from being a simple "if i concentrate on talent x I always get the dialoge option x which decides if I am mean or nice but ends in a sure win for me". I think it would make dialoge more interesting, give incentive to roleplay and let the writers be more free in their creativity.
  2. Sure doing it for every person you meet in the game and turning it into kinda world simulation would be absurdly complex, but I still think it would be possible on a smaller scale for a start. Send the protagonist on his usual adventuring romp with some decisions to make and if there are certain conditions met, start a ongoing storyline about someone interfering with you and your group and your aims (you know like you usually do to the evil ones). So you have to find out who it is and why he is doing it and maybe he has very good reasons and how can you convince someone who has suffered through you to stop apart from killing him. In short get a glimpse that your actions have consequences too, not only for you and not only for the obvious storypoints where everyone loves you or shrinks back in fear because your so badass evil all the time, but for the "normal" people on your path to greatness. So maybe you start to think about looting every house, if killing everyone in your way is really the only method to achieve your goals, if your decisions are really good ones just because they seemed that way and so on.
  3. One concept I personally would find interesting is one or more antagonist that are created not for you but kinda by yourself or your actions. Let's be honest the usual adventurer life consists of killing, plundering, stealing and making lots of half informed self righteous decisions about other people lives. So how comes noone ever calls you out on this? All this people you kill had noone in the world that cared about them? Or for example having choosen to let someone die to save several other people never upset someone? I think it would offer lot of potential for interesting storylines and reflection about your actions to see whose lives you not only saved, but who had to suffer because of what you did and what you decided.
  4. I think most games don't really explore it, because money really doesn't make much of a sense in most games. Moneys main function in reality is to barter for thinks that are necessary for your life like food, cloth, rent and so on. A lot of things most people don't want to have in a game, because it tends to be tedious and not very fun. So you can either don't implement them and risk parties getting filthy rich or you devise ways to spend money (usually equipment stepstones), that always tend to be a bit obvious and tacked on. The immersion breaking part isn't the money itself, but that the protagonist and his party are the only ones, who don't actually need any to survive, because they are not really alive.
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