I vote "meh, no thanks" to a game in which all we have is what is available now in real life, only less of it, and we have to fight other scavengers over every scrap. the net result of such a system will always be a loss. And the things you build will inevitably break before long, or slowly wear away while you spend your time trying to maintain shit. I don't like games where I watch everything slowly wind down to failure.
Silly Ozy, this isn't a democracy. Our opinions are at best suggestions for PW, and if he's struck with inspiration for something nobody has interest in, that's what he'll develop.
I know you love to pick at my grammar, while I use language more flexibly
But no, I am not "voting" as if it were an election. i am simply stating a preference using election language. I am picking, too, both at the concepts of these games and at their mechanics, trying to tease out how PW would present them. I know I tend toward negativity, but in the end, I'll probably join anyway.
Hell, if ER redux were to go as is, I'd play it. I'm kinda interested to see if Toby survives this round and becomes a werewolf in truth.
2) a game of diminishing returns is a game of attrition and loss. I dislike that.
You run a game of diminishing returns! In OL, to go from -1 to +1 costs two levelups. To go from +1 to +2 has the same cost. +2 to +3 costs three. That is the definition of diminishing returns; you get diminished benefit for the same investment after you've already invested.
I knew someone would pick up on that distinction. What I meant by diminishing returns was more the idea of "increase in entropy" on a game scale. that is, no matter how much effort you put in, you slide downward. that's kinda the idea, from what pw has said before, of these mad max games he wants to run. Besides, in OL, as in ER, the returns aren't simply measured by stat up. additional growth happens as well, in a variety of ways. in ER, that allowed Xan to become a multiuniversal flesh abomination and Saint to become a multiuniversal machine abomination and Steve to become a multiuniversal mind abomination. And Miya to run a multiuniversal government ... etc. Why, the white mask, id manifesters, and pocket dimensions alone outweighed much of the stat system, as did robobodies and synthflesh, amps, etc.
3) post apocalyptic is fine. scarcity is fine. crafting is fine, pve and pvp are fine but the five as primary game mechanics are in conflict, and seem like they would lead to more tedium than interesting activity.
Post apoc, with scarcity, crafting, pve, and pvp. I.E. every post apoc game that involves both crafting and pvp. There's a lot of those, and it seems like a pretty popular genre to me.
Are we talking forum games here? the only post apocs I've played here (that I remember) have been either zombie survival or "holy crap, the world sure is different after event x." So, if those games you mentioned exist, I am not familiar with them. maybe they would work out better than I suspect. I don't know.
Hey, on a side note, remember last time we all talked for a while about the next PW game? I suggested for Oro a tiered character system where number of characters killed advanced a player's character choices. I have been running a game, Grunts, based on that idea. Actually, maybe someone else suggested the idea, but I liked it. anyway, grunts is poorly thought out, but it seems interesting enough, were I to sit down and really flesh out some of the mechanics a bit.