HabitRPG / habitica

A habit tracker app which treats your goals like a Role Playing Game.
https://habitica.com
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World Adventure: Campaigns, Encounters, Build City #642

Closed wc8 closed 10 years ago

wc8 commented 11 years ago

After a certain level, you unlock the ability to use gold to buy land and a charter to build a castle on the game map.

Your character rules the city. His stats (intelligence, dexterity, charisma, strength), benefit city accordingly, eg. charisma gives population bonus. As settlement (house, hamlet, village, town, city) grows, ruler's title increases (eg. mayor, knight, lord, baron, earl).

Parties can build city together, with each member given a role in the city (stat bonus accordingly), or, form an alliance of member cities.

Choose where your completed task benefits go:

Fail to complete daily tasks, yield to bad habits or miss due dates: city gets accordingly plundered, population decreases, troops become ill, walls/buildings suffer damage and need repair.

Building city would make your character immune from dying, although he might be sent back in his city's hospital. Consequences would amount to damage, plunder of the city which would have to be repaired/regathered.

Adventures A Player, Party or Temporary Companions (see temporary guild quests, similar to can travel through the World Map as he/they complete tasks. Difficulty of task might increase distance one can travel.

HabitRPG World Map: resource plots (mountains for stone, forests for wood, plains for farming food), non-player character cities for raiding, neighbor player cities.

When moving through locations (#110), a chance of a quest appears, perhaps requiring travel to a different location in order to complete it. This is similar/related to the drops idea. In fact, some of the treasure hunts could be enhanced by traveling to different locations (on task completion) to find items for a dwarven ring, for example. The header changes—see Ongoing Realtime Adventure #252 —based on the location on the map.

Users near by have the option to be alerted to each other's presence and the option to interact based on their character stats. Example: an encounter between warriors: choose fight/spar, join (start campaign), ignore (walk by), give gift. Battle would be determined by stats. A rogue might attempt to pickpocket another rogue only to discover, because his stats & levels were low that he failed and is now missing his bow.

Two cities or two alliances might decide to fight (for the fun of the challenge). They would agree to a length of battle (3 days) and have that time to battle by completing tasks. The results would be determined by completion of habits, daily tasks, to-do items. Daily tasks would count in terms of percentage.

Invisibility Cloaks & Shields: Users who want to participate in castle/city building or travel through the world map have the option of invisibility (privacy), that will shield their city or their character from other users outside their party. In this case they would be able to interact with non-player-characters, cities, and locations.

This idea came from someone asking me about HabitRPG and the benefits of leveling up. It's a major concept with the potential to integrate a number of previous requests. I've tweaked it just a little to suit what I know of HabitRPG and other requests.

Possible Concerns & Solutions Distracting from Productivity 1) It's optional: don't buy land, if it would be distracting 2) For RPG fans, this makes completing items on your task list inherently rewarding. All game-play is task-completion-based. Some have requested HabitRPG be more "addictive", i.e. provide more incentive to look at and complete one's task lists. This desire spawned various suggestions (#319 other role playing premises, #252 Ongoing Realtime Adventure, Mini-Games, drops, #319 lords/city building, #70 random challenges between users, etc), which to varying degrees are part of, can be incorporated into or complement this idea. 3) To not overwhelm new users: unlock option after by your or a party member's achieving a certain level. If your party member is on the map, he can help you understand it and make progress.

#325 Normalization of Campaigns, Encounters 1) don't worry about comparisons to other players, after all: you can opt-out if your would-be enemy is too strong, you never have to fight 2) Battle can take percentage of daily tasks, rather than quantity of tasks into consideration. Perhaps a charisma bonus/penalty depending on level of your opponent: (pluck reward for fighting higher level, penalty for pick on a lower level player). 3) Party contributions can help normalization 4) Have countries and allow the countries to set "laws" towards normalization; deterring faking completion. This may not be ideal because of difficulty enforcing. 5) Provide ways for players to help each other (gifts, etc.), and bonuses for doing so.

Development Resources 1) Develop this later

Thoughts?

JellyBean22 commented 11 years ago

Love this idea!

deilann commented 10 years ago

This is already on Trello, yeah?