I agree with every point made so far.
The real trick, as always, comes in finding cool ways to make the mundane stuff part of the gameplay. Everything can always be more gameful.
The idea to make conversation branching and NPC attitude a more intregal part of the gameplay is dead on!
I don't want to drift, but I see appearance and aesthetic progression as a kind of corollary example, in that it too can be a game, and a strong point of engagement and additional characterization, if well designed. Just to make an analogy in the same vein as the OPs suggestions, players could be given reasons to change their duds sometimes, beyond just maxing stats or grabbing the bonuses. Give us a reason to change clothes haha. This could tie appearance to the Social or Exploration aspect as well, by granting different conversations or attitude options based on what you're sporting at the time... maybe there's a reason to hold on to some Goblin gear occasionally? Or to don street rags instead of full armor, if it might allow the gang to avoid a combat, or bluff their way around town... discover a hidden path to the objective, or gain some other advantage that might not be immediately obvious. These are things that might also find their way into the convo branching.
I think if building these kinds of features into the game, it would be good to highlight them early on. Because once the player is clued in to the possibility that there might be alternative rewards for Role Play, rather than just the meta of combat, they are much more likely to try a unique approach.
The first and most critical step which has been brought up many times, is to start rewarding players with experience for being creative outside of combat and for using all the tools at their disposal. Some of these are simple to envision, like the rogue who might get XP for employing a disguise or deftly sneaking the party around a combat, rather than just dashing straight for the knife in the back. But it could happen in a similar way for all sorts of situations, highlighting class or background.
One sort of classic touchstone that the game seems to be missing right now in EA is the idea that a failure or seeming weakness can sometimes offer the greater reward or the more entertaining experience. The combat mechanics are such that min/max always has a built in reward, as it should be, but on the table top there are ways to flip things on their head periodically. That requires more imaginative work on the part of the players and esp the DM.
Like as a general rule, a weak attribute score is just a weakness. The dunce with low INT just gets fewer options when speaking. But what if being an idiot somehow inured the player to the most debilitating brain slug effects in a clutch convo like it did for Fry? Or maybe the party finds itself in an argument with an angry mob, and our chief blockhead manages to sway opinion in the party's favor... the sheer magnitude of their stupidity briefly becoming an inspiring asset? I mean there's room for stuff like that to go down and be amusing, but only if the DM is game to play and lean into it a bit.
Simply creating an option for all members of the party to participate in a conversation would immediately open up way more possibilities. Love the idea of a convo battle to tip the attitude scales! Voting is an excellent idea too!
I think they need to think a lot more about the carrots than the sticks when designing the convo branches. The more upsides there are to the fails, the more likely it is that players will play through them instead of just quitting and reloading to get a better roll or whatever. Clearly that's not something that can be done at the table and still save face, but the computer doesn't care. We need reasons, (meta reasons) as players to play through when the chips are down, and the easiest way would be to award XP occasionally for a hard fail.
Here's one idea, cribbed a bit from Torment, but how about giving people a reason to die sometimes? This might be as simple as awarding an XP bonus the first time a party member is successfully revived. Or perhaps could go on for a whole narrative arch, that can only be experienced once someone takes a "dirt nap" for real.
Maybe there's a charlatan at the local temple up to no good, and things go all extra Frankenstein on a side quest? Or maybe the squishy party member comes back from the other side haunted by ghosts and it opens up a whole new series of macabre banters? I don't know, but you get the idea.
Controlling the whole party doesn't mean we need to lose out on such stuff. It could be more like a choose your own soap opera, to be continued lol. Come to think of it, I don't think its ever been tried in a crpg where the player can really game out companion interactions. I don't mean just passively listening to enjoyable banter, but like actually choosing which (multiple choice) insult Lae'zel is going to level at Shadowheart this time. Or maybe its an unexpected random compliment branch, that somehow sets their whole relationship on its head, and now they're suddenly friends plotting how to get rid of Gale!?
Hehe
Anyhow, yeah +1
Last edited by Black_Elk; 15/10/20 02:08 PM.