Well, I have a set of powers, that could easily be expanded into a character, already in mind.
Setting specifics can be trickier to balance. Though, there is one thing that I've been wanting to see. I tried it myself but couldn't get any interest. I'm more inclined to blame my lack of roleplay creation skill than I am to blame the idea itself. It involves there being two classes of NPC enemy. One is created as needed by players and killed as needed by players. The other is created by a GM and controlled by a GM with PVP rules, no auto-hitting/auto-killing/god mode etc. The lesser class exist to fill out larger battle scenes and to help characters demonstrate abilities or make a good entrance. But, the players gain no new skills or powers by killing them. Loot, possibly, but no new powers. The other class is far more challenging and would allow for a good deal more new power discovery moments.
At its core, this was designed for a survival/adventure set in the fantasy genre. I initially thought of using undead for both classes of enemy.
However, these mechanics could prove cumbersome. Still, it's what I would like to see done well one day.
Aside from that, I like the idea of having combat and non-combat areas and allowing both combat and non-combat characters. However, allowing the place with the non-combat characters to be attacked at any time other than the beginning would be, to use gaming numbers references, throwing 100 level 50 enemies at about 6 or 7 level 50 players who have to defend another 6 or 7 level one characters who can neither take a hit nor dodge.
If the guild concept is used then I think that it would be helpful for the guild to be based in a castle with a heavily fortified strong room where any NPCs take cover during danger, along with any non-combat PCs. Then the defenders, at the worst situation, would only have to guard the door to that chamber.
Anyway, this is what comes to mind before my coffee kicks in. Sorry if it's weird.
Setting specifics can be trickier to balance. Though, there is one thing that I've been wanting to see. I tried it myself but couldn't get any interest. I'm more inclined to blame my lack of roleplay creation skill than I am to blame the idea itself. It involves there being two classes of NPC enemy. One is created as needed by players and killed as needed by players. The other is created by a GM and controlled by a GM with PVP rules, no auto-hitting/auto-killing/god mode etc. The lesser class exist to fill out larger battle scenes and to help characters demonstrate abilities or make a good entrance. But, the players gain no new skills or powers by killing them. Loot, possibly, but no new powers. The other class is far more challenging and would allow for a good deal more new power discovery moments.
At its core, this was designed for a survival/adventure set in the fantasy genre. I initially thought of using undead for both classes of enemy.
However, these mechanics could prove cumbersome. Still, it's what I would like to see done well one day.
Aside from that, I like the idea of having combat and non-combat areas and allowing both combat and non-combat characters. However, allowing the place with the non-combat characters to be attacked at any time other than the beginning would be, to use gaming numbers references, throwing 100 level 50 enemies at about 6 or 7 level 50 players who have to defend another 6 or 7 level one characters who can neither take a hit nor dodge.
If the guild concept is used then I think that it would be helpful for the guild to be based in a castle with a heavily fortified strong room where any NPCs take cover during danger, along with any non-combat PCs. Then the defenders, at the worst situation, would only have to guard the door to that chamber.
Anyway, this is what comes to mind before my coffee kicks in. Sorry if it's weird.