Frontier 1859 Interview
Part 2
RPGDot: Besides killing people/critters, what can I do?
You will need to hunt for food and water, buy it, grow it,
or find it. Your action-figure will need to find shelter from
the elements. Because when the temperature really drops -
you could freeze to death.
The game encourages people to earn a living and build a homestead.
Become good model citizens. Raise a family. Start a business.
Get socially involved. Yet, it is possible to be a lone mountain
man, and live off the land. That would mean not exhausting
the resources around you by building too much.
RPGDot: Is the tradeskill system window dressing or a money
sink? I.E. is the game set up so ONLY someone seriously gimped
for fighting can obtain enough skills to become a master crafter,
and thus create (notice I said create) the uber swords (etc)
of the game.
The first businesses naturally were those that met the immediate
needs of a frontier settlement. The trade-skill system will
be 4 parts. Time, effort, vestment, and use. The tradeskill
system will be viable, it will be a way to make a living,
raise some health stats, but by no means will someone be able
to macro up their health stats by working just to skill themselves
for fighting. And how could you live your life as a fighter
and also spend the time it takes to have a strong tradeskill?
The purpose of not making one character a "Jack of all
trades" is to encourage interaction between players.
If you are a cavalry officer, you need to rely on your local
gunsmith for weapons, and weapon supplies. If you are a farmer,
you need to rely on local law officers to go after the bad
guys. A hunter/trapper would be skilled at killing animals,
not necessarily skilled in killing people.
In all honesty, why would someone who is living their life
as a farmer need to be good at offensive fighting? The trade
system should help him to build up strong defenses in his
health stats, but he has no need as a farmer to rake someone
to death.
The trade skill system will of course effect the in-game economy,
trading goods for goods will probably more prevalent than
trading gold for goods, due to the authentic nature of the
game.
RPGDot: Will PC tradesmen be forced to compete with NPC
merchants?
NPC trades will rise and decline. Also, the NPCs will never
be around all of the time. They come and go as part of the
balance to a unique and dynamic game world. Their prime directive
is to initialize things, but eventually the PC towns will
have to meet the needs of the cause and demand they create.
There will be times when demand for an item is in great need,
but rare to find. If there is a shortage of iron per say,
then a gunsmith might not be able to meet the demand for fire-arms.
On the other hand, it may cost the smithy too much to make
a mediocre quality item at a certain time. This brings timing
and resources into play, just like it did back then. There
were a lot of one-horse towns. This opens up opportunities
for PCs to start a trade that is highly in demand. Providing
they can find the resources, or perhaps have stocked some
of the material, and have acquired the skill to offer something
favorable. If the market is saturated, they might look for
another trade to learn, and in any case, there are NPCs who
will purchase there inventory.
RPGDot: What are the 'barriers to entry' for crafts? [In
EQ, anyone with a bit of time and money could master all the
crafts, hence no real barriers to entry.]
In those days, the barrier was whatever resources were accessible,
or could be conjured up as substitute. PCs in "Frontier
1859" will have the same challenges to face.
RPGDot: What kinds of player housing do you support?
Some of the preset and predetermined buildings, can't be
owned but others can be bought or rented, either furnished
or unfurnished.
Custom sod, wood, and brick structures can be built just about
anywhere, but geography can restrict the size or type of the
structure being built. Tents can be set anywhere on the game-board.
RPGDot: Assuming no mishaps with mobs or players, how long
would it take me to circumnavigate the world (if go from end
to end if the world is flat) ?
An appropriate scale will be determined through extensive
play-testing. The goal is to simulate the actual travel-time
on foot at a days pace. (minus a little).
RPGDot: Could I even do so? Might I need to build a city,
then build a ship, then cross an ocean, etc...
As planned, the first release, entitled "Frontier 1859"
includes the "Carson Valley / Tahoe region as depicted
on the map at the "Frontier" web-page. You could
build a trade post, or get enough people together to build
a fort, and then use wagons to traverse the land.
RPGDot: What are the main influences in the creation and
design of the game world?
The actual historical locations and records of Bodie, Aurora,
and Virginia City, Nevada. Roger D. McGrath's "Gunfighters,
Highwaymen, & Vigilantes." Dan De Quilles' "The
Big Bonanza." Eliot Lords' "Comstock Mining &
Miners." "Harper's School Geography," "The
American Frontier" by William C. Davis, "A Peep
at Washoe" by J, Ross Browne, and "Mark Twain in
Virginia City."
RPGDot: How smart are the mobs? I mean, if I keep showing
up at their daycare center, luring single young monsters away
to a nasty death, can I do this forever, or do they eventually
take action? Is the mobs behavior static, or is there a pseudo
random component?
Pseudo random. They migrate, and bed-down. They hunt and
they roam. They are also affected by the presence of humans.
RPGDot: By this I mean, if I shoot a mob with an arrow,
A) It always chases directly at me, back to the waiting hoards
for slaughter, or B) 70% give chase, 20% attempt to use an
evasive maneuver, and 10% run for help?
Most mobs will flee or expire when successfully wounded.
Also, PCs can play some of the mobs. They can reserve one
of their 4 character slots for an indigenous carnivore. Of
course this PC is not gifted with human attributes, but rather
(for instance) could become quite the legendary bear, attaining
more efficient stealth, strength, and attack modifiers. On
the other hand, whose to say that some side-show would not
come along with a dancing bear?
RPGDot: Many games have attempted to slow their rate of
level advancement by introducing downtime. Players are very
concerned about it. In EQ, downtime was severe - up to 20
minutes. In DAOC and AO, it is under 1 minute. I view this
as an excellent trend. If I was the most powerful fighter
possible in your game and wanted to rest after a nasty combat
in which I was nearly killed, how long would it take me to
get back my full hit points? Mana?
Ah, everyone's dread - the infamous Death Penalty. Let me
tell you that this gets into a fragile area that I want us
to handle with care. First, I place the time vested by players,
as important, if not more important than the game itself.
You cannot have one without the other. Second, taking away
days and weeks worth of effort in a single stroke is a lousy
rotten thing to do to your patrons.
The current design for the PCs in "Frontier 1859"
are planned to accumulate damage over time, possibly shortening
their overall life-span. Fatal wounds are not likely, but
can happen, just as it did back then. There is a chance that
a player will live, even with several wounds, but obviously
become incapacitated. The fighting action, in itself, happens
very quickly - slightly slower than reality. A wound can occur
before you realize it has happened, rather than sit back and
watch it whittle away at a hit-point meter. Also, there are
other modifying factors to death, one major one being medical
attention. A doctor can change the outcome of a mortal wound
getting infected and/or turning fatal, as time goes by. In
most cases, a PCs' disposition will not restore to "fullness
of life" until it has fully healed. This kind of cost
can affect the length of skirmishes, and certainly will affect
the decision to start one.
Remember that the random factor in a possibility "to
hit" is greatly reduced by several modifiers. Therefore,
there will be the person who is defending a fort from an Indian
attack, and lives while the guy next to him dies.
You can bet that we will be experimenting with variations
until we collectively decide the best-fit scenario for "Frontier
1859." Currently, the starting place calls for each PC
to flag one of three death penalties to choose from, with
the fourth one being determined by the game, and sometimes
the re-awaken locations will be forced by the game, or about
the PCs bind-spot of choice.
1. Ghost for a time. (Dropped items can be looted, with Rep.
of "Grave Robber")
2. Notoriety Loss. (In some cases, with additional modifier
to "Credibility")
3. Loss of LE (Life Essence = longevity) A person who would
have lived until 60 suffered a mortal wound, and will now
only live until 59.
Special case: Permadeath - The PC was tried and found guilty
by a jury {PCs carrying the flag of witness showed up to court}
and therefore has been publicly executed. (No choice here
at all except for "Governor's Pardon.")
RPGDot: In AO, we were introduced to vehicles. These were
not independent things that could be parked, stolen, sat upon,
etc - they were very lame morphings of the character into
the vehicle (ie man becomes car). In SOL (EQ) this will be
repeated. In DAOC, their vehicles amount to buy ticket and
sit on horse till it gets to the destination (whereupon it
disappears) or jump off enroute. Will your game have vehicles?
Yes. Wagons, horses, mules, carts, ore cars, and canoes. All
pertinent stuff, but your PC will not morph into the vehicle.
RPGDot: Will the character models 'morph' into the vehicle,
be forced to only go along vehicle routes or will the vehicles
be completely separate from the characters?
Our goal is to have the kind of in-game action that allows
PCs to hop in a wagon, flee under fire, and/or have someone
shooting while the other drives. Forcing routes works for
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