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- Open-ended RTDs where you basically just do whatever?
- RTDs that prioritize the adventures of each individual player.
- RTDs with abstract rules - not as fair, but more flexible?
- RTDs that prioritize roleplay and story
Now before i explain these decisions ,i must say this first. Before you make yet another RTD, please see it as a hobby. Not a time filler. Cause when you're low on time guess what happens? The RTD dies. I've made that mistake in the past, but i actually now enjoy writing my fantasy. I enjoy how people like it. I Enjoy to write out the will and actions of the players. I do this cause i enjoy it, not because i have time left. Noting that it is now 1:30 near me and i should be sleeping, but i'm working on my RTD.
You have to
dedicate yourself to it.
But to continue.
1. This is a tricky question, but i've thought about it quite a lot. What generally people want is space to develop their character while following quest lines they like doing or think fits their character. If you're good you can fit in a main quest/goal in there, which will affect the world somehow. This doesn't force the players to do it, but if they do it will change something. This boils down to having
variety in the world
2. People generally like that the story plays around their character, if they want their character to be working with others then it's no problem. You just adapt. But when you force people to do teamwork... Well.. That can be tricky and most often leads to having a bad time for the player. Cause maybe they want to be a lone wolf? but they cannot. Cause the game simply forbids them to. So this boils down to
choice.
3. I'm not very sure about this, it's described rather vague. IF abstract rules means that you do not show all the rules at the start of the game, then i whole-heartily agree. Cause where's the fun when you know everything? Players like to be surprised, nothing too big or abrupt cause it might destroy their mood. But generally surprises are good. This boils down to
surprise.
4. An RTD, in my view. Is a story, a evolving story. Because if you would create an arena RTD, where all you do is constantly fight and fight even more while making your character stronger and stronger... that just sucks. There is nothing that really evolves, no matter how much story you write around it. It will be cool in the start, but it falls of very quickly. Players like their actions and decisions being narrated, players like to see that they are changing
your world in ways they want it to. If all you do is narrate their victories/defeat every time, then what's the point of playing?
If all you will get is the same stale meat every time, but spiced slightly different. Then.. No thanks. This boils down to
Development.Feel free to ask for more opinions.