I understand where you're coming from with the avoidance of having to do module updates. Certainly player caused updates to the module itself would be a rare thing, depending on how large a change we're talking. But I hope that a very active build team
that builds based on player-created in-game events would be a nice selling point for the server design. And don't forget that some people
like to spend time in the toolset, so it's not so bad.
Consider this-- if you set out to make a complex module which automates essentially a dynamic world environment, it's going to take you some time (no idea what your skill set is but this applies even if you have a lot of experience). Â If you keep it simple to start off with, working towards your highly-automated ideal (which actually I'd
prefer as well given the choice) can happen over time.  In other words based on past experience with software (and NWN) projects, you're far more likely to finish if you set easy "baseline version" goals, and enhance the heck out of things from there.  Otherwise, you may never finish! Â
Just take that as some friendly advice: light on the automation and dynamic environment scripting, heavy on the detail and world design, then focus on the scripting after you have a player base. I do like what you're proposing and I'd very likely be interested in such a server.
IÂ could probably live with the type of xp gain/loss you're speaking of (hard to say without concrete numbers and rules). Â The thing I'd point out regarding your proposed form ofÂ
fast level gain is that it's going to make it tempting for everyone but the most hardcore RPers (<1%) to bias their early in-game activities to "build up" new PCs and get the whole thing over with. Â (Also, you know how some pause to level up in the middle of something, while everyone else has to wait? Reducing those events may help immersion slightly.)
This is why I always suggest a smaller number of levels which take a slightly longer time to gain. Â If you're going to gain 5, 10, or 15 levels via 5-6 hours of gameplay, it's a strong temptation to do that so you can explore the entire module. Â If you're talking 2, 3 or 4 levels after 5-6 hours of gameplay--the payoff and temptation should be
greatly reduced since even with no "experience" you're still able to fully participate in the game. Â IÂ know you're big on the 1st level start thing butÂ
everybody has played the 1-5 level range (maybe higher) to death.  A server that starts you at 7-9 would be very refreshing.
Last thing- I've never feared the 'naked mage' thing, certainly onÂ
my server, a naked, PKing, poor or non-RPing grief mage would get banned pretty quickly.  I say this mainly because it'll take time for you to implement an equipment based magic system, thus making your project more aggressive and harder to complete.  I'm just not convinced that the value added in doing this (effectively scripting police work) is worth the investment at the early stages of a server's life.  Perhaps at a later stage, or once it's observed as a problem.
Modifié par Sulhee, 13 septembre 2010 - 11:18 .