SotA clone prototype - On theme and magic
As I'm working on this project, I've trying to establish various things that aren't related to implementing features; namely the general (main quest) story and overall look and feel.
I have my own thoughts on the matter but I figured I'd get a pulse as to other people's preferences:
What are your thoughts on a less magically inclined medieval world?
I figured some would be indifferent but, at the same time, others might believe it would give too much of a "ren fair" vibe to it... I can also imagine spell-slinging aficionados having issues with it.
As someone who enjoys playing casters (and someone who doesn't know much about historical facts), I have some reservations myself but I'm curious to explore a more "realistic" (not necessarily visually but thematically) approach to RPGs; it might also help make the game stand out.
What do you think? Would it be too boring?
Are you okay with the idea of unlocking rare magical abilities (rather than being capable at the start)? Are you okay at the thought of being less "artillery" (ie: pew-pew) in favour of more passive and mysterious "bard-like" magic.. assuming you even managed to acquire these magical abilities?
I ask because I don't have a lot of free time that would enable me to backtrack on decisions.
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