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(1 edit) (+2)

“We are also classic JRPG players who hoard items.”

I can totally see the love for hoarding in this game, haha!

“Then it grew and we added the Arm the Resistance quest”

I am loving this new change. Last quest of just sending 10000 more food became boring after a while. But the new quest keeps us looking for different items.

Shops is also a cool idea, but right now I have mixed feelings about adding currency. Maybe the special slimes can consume items and turn them into something else? These become trader slimes. They will ask for specific items and then turn them into something better.

The items they ask can be 2 fold

  1. items necessary for them to turn something into something else. Like one could take a piece of metal and knife and trun it into a sword.
  2. items as payment. Items that are less useful to the party but more to the trader, like generic food items.

So the payment for a sword would be 1 knife 1 piece of meta and 1 bread.

Just an idea.

“My partner loves world building. We have so much in mind for the world, and have been struggling to figure out how to best make it fit into the game in a way that makes things feel better and not forced or in the way.”

Item descriptions for sure! I find this to be a great way to world build.

(+1)

As you travel we will be expanding the Arm the Resistance quest to include more towns, and possibly more item types. Some towns may even ask for more of the same items as the situation changes. I also think the quests will feel better once you are getting rewards, and not just dialog. I want to expand the Traders' Depots to also include messages from the towns, with updates about the situation. People in Slimerise can send messages about how you are doing compared to other groups. At each town the main quest progress bars will be updated with the current stores of the town based on what others have provided, but also what has been used. We are thinking that at a certain point of progress  Slimerise will start to distribute some of what it has to help nearby towns as well, so the town's overall stores can also go down, even as you are supplying them.

The main reason for currency is that as you travel further you will be leaving the area inhabited by Slimes and slowly move towards more human inhabited lands, eventually needing to travel through the lands of the invaders. That last area is going to bring plenty of its own challenges, as there is no way a group of Slimes would be able to enter an invader town without standing out. We have ideas for how the Slimes can use magical means to conceal their appearance to enter the towns and learn about what is happening, but interacting there with shops, inns, and taverns, would require using the invader's money. Some interactions might even involve paying bribes, though I suppose special items could work for those. It is certainly going to be a gameplay fun vs realism debate as we flesh out those interactions.

I like the idea of Slimes that can transmute/convert/craft items from others. That may just make an appearance in the game! I've been thinking on a crafting system, and this would be a great way to add it, while sticking with keeping the various Slime clans as a core part of the game. We need to be careful with feature creep, but I have ideas for how this may appear later when we have time to look into it. I'm thinking an alchemist clan that can convert raw resources into others, and a crafter clan that tales resources and makes them into finished items.

We are looking at adding an additional section to the compendium for items with more details on them. Some of the compendium sections will add more details as you play and interact. We will have to see if that works for the items, or if we just give all details to start.

(+2)

Then it makes sense why you are thinking of currency.

Btw, I always have scope creep ideas. If you feel like anything is adding scope creep, don’t do it! 😂 It’s important to not have scope creep!