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If only all dungeons had such good customer service...

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author=Tabris_Macbeth
Modern gaming can't ruin you, shark factory.

Especially when some of the sharks have frickin' laser beams.

Dialog and Grammar

Grammar mistakes are fine as long as they're made by the characters and not the creator. The two are usually easy to distinguish, as misuse of homophones almost always indicates the latter.

Working around cliche? Writing discussion..

author=Solid89
In the RPG i'm working on right now, I find myself with one huge cliche; where the group sets out on a "pilgrimage" of sorts, going to 5 different locations on their journey to complete their task. (However, nothing is 'sealed' that in doing so it free's, nor does it have anything to do with seals or that sort of thing. >_> Not that that is bad either, just depending on how its presented.)

I wouldn't consider a pilgrimage by itself to be terribly cliche. Now, if this pilgrimage involved visiting elemental crystals that were used 1000 years ago to seal away the Dark Lord but are now losing their power...

But if you're still worried, perhaps changing how the pilgrimage is presented might help. For instance, instead of telling players that there are five holy sites to visit at the beginning, say that there are four. Then introduce the fifth site somewhere down the plotline.

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author=hanzokimura
author=hanzokimura
Hmm if Loot is already plural then I guess I'll fix that. English is not my first language also btw :)
Got that thanks ;)

It's not so much that "loot" is plural; rather, "loot" is uncountable so being plural doesn't make much sense.

"Armor" is also uncountable, by the way.

Micro vs. Macro Customization

I find that in a lot of games with a very high level of customization, there is an optimal build that all characters should match (or try to match if there are enough restrictions). When there is an optimal build, customization becomes a very easy puzzle to solve: make everyone identical. Not only does that create the gap in power between those who love to customize and those who don't like you mentioned, it actually ruins a key point of customization: making the characters yours.

On the other hand, I like it when equipment is a choice and not just a series of plot-dependent stat boosts. So I guess I'm on the middle ground, though I prefer having a small number of big choices (like your 100% damage weapon versus your 60% damage + dark element + blind weapon) to a large number of small choices.

Double topic debate: 1.Team projects? & 2. Custom battle system idea

That sounds like it has the potential to be an interesting battle system. I think you could extend on it by having elemental magic alter not just other spells of the same element but interact with other elements too. Maybe have ice cast immediately after fire turn into water. Of course, that may depend on how many base elements you want to have.

Real-World Settings

author=LightningLord2
This is present in the DS game Nostalgia - the game is fairly interesting.

Interesting. I'll have to take a look at that.

Real-World Settings

So I've been kicking around the idea of making an RPG in a modern or near-future setting. So far, so boring, right? I've seen and played several amateur RPGs with settings that fit the description. But I've noticed that most if not all such projects create their own worlds, complete with ficticious geography and history, rather than use the one we live in, even though doing that requires creating more a backstory and history for the world. I haven't really decided on whether to do that myself or to try basing my world on the real one.

So this is what I'm wondering: what are the advantages and disadvantages of each approach?

Preventing grind: Why? And how?

I see. I guess it's not items that are a problem, but consumable items and the ability to hoard them.
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