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You know how in most MMOs of the themepark style where you are limited by your level to what you can fight?
For TTS I wanted to get rid of that. I mean, as an individual player you can't kill a dragon without some vertical progression, but you can play SMART to get ahead. I am still thinking if I want any kind of twitch in the game and I am not sure, but I know that being clever should be worth something. In early PnP games you could make choices about what to do and a smart choice would let you take down enemies you wouldn't other wise be able to.This is also a feature of many fantasy novels where the main character uses strategies besides level 5 levels over content to make sure you don't die.
I am going to provide you a challenge and a list of resources you have to overcome it. Can you find the solution? Perhaps the most important factor is to pretend that this is the real world. You'll see what I mean:
(A Note: I was not sure precisely how much information to give to make the different solutions forseeable without being too obvious, I erred on the side of more info, there is more than one solution.)
A dragon is terrorizing your village from the sky. The dragon has a very hard hide. You are relatively low power characters, you won't be casting Lightning Storm on this thing:
Your resources:
Crafting Tools:
Mortar and Pestle
Carving knives
Forge
Hammer
Herbs:
plant root#1 (2): poison(paralytic), mana regeneration
plant bark#1 (2): acid(corrosive: reduces armor)
plant leaf#1 (2): acid(corrosive: reduces armor), mana regeneration
plant bark#2 (2): poison(paralytic)
Wood:
Oak Planks
Small Tree Trunk
Medium Branches
Metals:
Steel Bars
Animal Products:
Animal Muscle Fibers
Feathers
Magic:
Medium Levitation Spell(1)
Kill the dragon.
I understand that once you solve a problem it will be pretty easy to solve the same problem again, but TTS has many many different problems for you to solve and non re occuring environmental circumstances. This is not a themepark and the previous example is not dev created and scripted content, it arises naturally from the interaction of game systems.