☆
☆Luna☆
Guest
So, due to the follow up questions, I've noticed that a lot of people are concerned with the knowledge slots limiting their ability to relate with other characters. If it would make the RP more enjoyable, I can make party and knowledge slots two different mechanics, with knowledge slots being a much more liberal resource.
This being said, while I know that many of you value your character interactions, and don't want to lose those due to a story mechanic, I think what you are feeling is strongly relatable to something that your character is also feeling. CtA is decentralized RP, so that limits the ways that I can make interesting conflicts for our characters. The biggest tool in my tool belt for creating meaningful conflict is through environmental aspects. With your knowledge slots limited, it makes your character have to make some interesting decisions. For example, what is worth remembering, what do they want to forget, and what are they willing to give up to clear a dungeon?
I'd also like you to consider how it affects your character's willingness to enter a dungeon. Whenever you level up, you are going to get more knowledge slots. More knowledge slots means you can develop more long-term memories. To some characters, this is a precious resource.
Furthermore, this rule makes Anolia seem a lot more fallible, and this world more broken. Your character is going to encounter characters who they won't be able to remember in the long term. How will that make them feel? Would that be an interesting conflict for your character?
And all of this leads to the million dollar question: Is this conflict worth the inconvenience it causes?
@Holmishire @Sailor Moon @Infinity @i3flames @dragonesper @Shattered♦Secrets™ @Insomnant @Dubs of Stigma @york
This being said, while I know that many of you value your character interactions, and don't want to lose those due to a story mechanic, I think what you are feeling is strongly relatable to something that your character is also feeling. CtA is decentralized RP, so that limits the ways that I can make interesting conflicts for our characters. The biggest tool in my tool belt for creating meaningful conflict is through environmental aspects. With your knowledge slots limited, it makes your character have to make some interesting decisions. For example, what is worth remembering, what do they want to forget, and what are they willing to give up to clear a dungeon?
I'd also like you to consider how it affects your character's willingness to enter a dungeon. Whenever you level up, you are going to get more knowledge slots. More knowledge slots means you can develop more long-term memories. To some characters, this is a precious resource.
Furthermore, this rule makes Anolia seem a lot more fallible, and this world more broken. Your character is going to encounter characters who they won't be able to remember in the long term. How will that make them feel? Would that be an interesting conflict for your character?
And all of this leads to the million dollar question: Is this conflict worth the inconvenience it causes?
@Holmishire @Sailor Moon @Infinity @i3flames @dragonesper @Shattered♦Secrets™ @Insomnant @Dubs of Stigma @york