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Solo Game ... Focus on Character/World Development
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<blockquote data-quote="Nonlethal Force" data-source="post: 3103491" data-attributes="member: 35788"><p><strong>For Velmont</strong></p><p></p><p> </p><p></p><p>Fair enough. If you don't particularily care ... I have much of the world fleshed out in terms of military organizations. have less of the world fleshed out in terms of merchant/guild operations. Perhaps thinking about a certain skill (Craft, Profession, or performance) that would allow him access to an interesting guild might make for a decent story.</p><p></p><p>This could turn into a more Robin Hood style story where the character infiltrates corrupt sections of various cities and works for the benefit of the people. Of course, it wouldn't have to go this way - it simply could.</p><p></p><p></p><p></p><p>I'm not particularily sure that I follow the premise here. By working toward the stability of the country but weakening the government do you mean going against corrupt government and replacing it with something more functional and responsible towards the citizens? Or are you talking more like a chaotic push towards anarchy in which the player believes that a strong country is one that is not led by governemnt at all?</p><p></p><p></p><p></p><p>In both of these ideas I think skill would take precedence over martial abilities - although martial abilities would not be a bad "emergency plan." If not martial abilities then perhaps magic via illusions or movement. A solo skill focused character will need some means to retreat if things go horribly wrong. That could be in the form of either martial abilities to allow them to defend themselves, magic that allows them to blend in or create an alternate reality via illusion, or magic that allows for ease of movent through spells like Phase door, teleportation, or even fly. In any case, however, it seems to me like you want to focus on the skills aspect as primary, however. Am I reading you correctly?</p></blockquote><p></p>
[QUOTE="Nonlethal Force, post: 3103491, member: 35788"] [b]For Velmont[/b] Fair enough. If you don't particularily care ... I have much of the world fleshed out in terms of military organizations. have less of the world fleshed out in terms of merchant/guild operations. Perhaps thinking about a certain skill (Craft, Profession, or performance) that would allow him access to an interesting guild might make for a decent story. This could turn into a more Robin Hood style story where the character infiltrates corrupt sections of various cities and works for the benefit of the people. Of course, it wouldn't have to go this way - it simply could. I'm not particularily sure that I follow the premise here. By working toward the stability of the country but weakening the government do you mean going against corrupt government and replacing it with something more functional and responsible towards the citizens? Or are you talking more like a chaotic push towards anarchy in which the player believes that a strong country is one that is not led by governemnt at all? In both of these ideas I think skill would take precedence over martial abilities - although martial abilities would not be a bad "emergency plan." If not martial abilities then perhaps magic via illusions or movement. A solo skill focused character will need some means to retreat if things go horribly wrong. That could be in the form of either martial abilities to allow them to defend themselves, magic that allows them to blend in or create an alternate reality via illusion, or magic that allows for ease of movent through spells like Phase door, teleportation, or even fly. In any case, however, it seems to me like you want to focus on the skills aspect as primary, however. Am I reading you correctly? [/QUOTE]
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