Good post indeed. Keep brainstorming; we're reading. Here's some feedback.
The point about size of the player-base is well-taken. It is not, however, guaranteed. There are waxing and waning populations in both human and orc spheres that cannot be predicted or controlled and which have huge impact on PvP.
As Nimrod announced already, the Orc sphere for Alpha is a smallish outpost for a single Orc clan (not in Dol Gador) so will naturally minimize internal violence. Conflict will be rising within the clan, not inter-clan.
Violence is an important factor for Orc society, though, and there needs to be non-death options for it to happen on the regular. There will be practice weapons for Orc RP and sparring, as that's simple and pre-built. We also earmarked for future (likely post-Alpha) implementation of the ARPI Arena code in a larger orc setting. Lessons learned that apply to how that worked are appreciated.
whitt37 wrote:Orcs as crafters
One of the code changes from old SOI that appears in the ARPI system is that all crafts are learnable. You don't need to find a teacher to open the skill before you can learn it - you can begin learning it via practice as soon as you start trying. (It is a long trip, weeks to months, but key for long-lived characters.)
Simple crafts to make Trash quality weapons and use of materials in Repair Kits to fix damages to your weapons both will slowly increase your metalcraft/stonecraft/woodcraft until you can make Basic/Poor quality weapons, then Ordinary weapons.
It is reasonable that Orcs would have more generally-available trash-quality crafts for weapons and armor. Humans would skip this level and start crafting with skilled artisians at the Basic level.
whitt37 wrote:It always seemed odd to me that an orc couldn't just hack a tree down and drag the thing back home... when that is precisely what the orcs would do to piss of the elves and men...
Of course they can hack down a random tree. Random trees in the dark, twisted, evil forest are themselves dark, twisted, and gnarled. These trees make fine firewood. The skill involved in foraging up a tree is to find a tree that is useful. A decent, straight-grained tree useful for making quality weapons and goods is indeed a skilled find.
whitt37 wrote:Key point - Every orc PC needs a purpose other than killing. Failing to have one will result in ill-advised forays out to do the only thing that PC can do, either to other PC orcs or on a solo jaunt into the wild to kill ... whatever.
So, if all orcs fight, and all orcs have rudimentary options to make weapons and armor to fight with, what OTHER purposes are we talking? That's what I'm concerned with. What skills are viable, and what craftsets do they need under them to support Orkish society?
I assume that Foraging, Hunting, Fishing, and Butchery are straight-forward and shared between humans and orcs with little differentiation. (Foraging, in particular, uses the Scavenge code from ARPI so will be identical for all races.)
Leathercraft, woodcraft, metalcraft, and textilecraft are different from humans, but pretty self-explanatory. Orc materials will differ slightly as will orc designs, but otherwise it makes sense.
- Mushroom cultivation
- Warg welping
- Livestock? Pigs?
Cooking... what are good and high levels of this?
Brewing? Assume it is desired. What's it look like?
Earthencraft? Are they working clay or glass?
whitt37 wrote:Orcs in the wild
Groups and numbers are indeed important.
There needs to be a balance that allows:
- Orc PCs alone online to have things to do and ways to play/participate without giving them commandable NPCs.
- NPCs for the opposition to fight that are governed/generated by actions of the PCs.
- Tools to facilitate PvP - when one side mounts a force and goes out, the system should make sure the other side can respond.
- Realistic behavior and AI for the NPCs to operate under.
We're working this out. Any comment, respond. We're reading all your brainstorms.