ID:152381
 
What can I do that would set a RPG apart from being a Generic RPG. What kind of original or good ideas are there to set it apart from the average RPG.

I have trouble deciding what kind of good ideas can I do, a battle system like Square-Enixs ATB system, an in depth story line but in today's age you have to think outside the box for a unique RPG.

What can I do?
The battle system has to be actually exciting for your average player - for sword combat you could have a variety of attacks that can be done with different macros, then give the other player the opportunity to counter.
You could go with a 'realstic' approach. THat article gives you plenty of ideas to use to make a non-generic RPG.
In response to Mecha Destroyer JD
Wow there's some really good things in this thanks.
There is plenty to do:

Have an actual plot- many RPGs just thrust you into saving the world against some generic nefarious threat. There is very little character development, just lots of combat. However, as the name implies a ROLE PLAYING game should involve playing a role, not just number crunching (in which case it should be stat game). FOr a single player game, I suggest looking at games like Plansehift: Torment and the Baldur's Gate games to see some interesting plots and NPC development.

Try a different setting- How many times must Tolkien be copied? Try something innovative. Even TSR (the original Tolkien ripoff company who published D&D) did. Take a look at the Dark Sun setting (a sun drenched, post apocalyptic world blasted by magic where survivors try to eke out an existence), Planescape (multiplanar beings in an eternal struggle for influence), or even Al'Qadim (Arabic fantasy). There are a ton of historical settings rip for RP potential such as ancient cultures like the Egyptians or Romans, pre-Columbian South American peoples, ancient Chinese, Samurai Japan, colonial Europe, etc. Or even try the future!

Give players meaningful options. Most RPGs seem to be combat centric. But what if players want to socialize and try to influence NPCs through reputation, threats, bribes, or seduction? What if a player would be perfectly content baking bread? Why must all magic aim towards combat? Why not enhancing other abilities or adding new options? Even in combat, players should have choices. Don't make certain weapons or armor better, make them different. So maybe leather doesn't protect much, but its light and easy to repair or replace. Perhaps chain mail protects more but the added weight fatigues the wearer quickly and the links are more costly to maintain. Continuing this trend, perhaps plated armor protects most of all, but is very bulky, hard to utilize effectively without training and very expensive to maintain. Remember, this may not be entirely realistic, but balance > realism. (In real life, plate was quite flexible, not terribly heavy, had better weight distribution than non-foundation IE chain armor. But it was also only availible late in the medieval period, needed very skilled workers to fabricate, and was far beyond the means of all but the wealthiest in a society where social and economic mobility was practically impossible.)

Rewards.

Rewards seem to be what most people want. They want to see their efforts earn themselves something. Sometimes it is just dye to change their armor, sometimes it is special armor that can only be found through X quest or killing X monster.

Allow them to create things that are different with skill. Sure, a skill 100 crafter in most games can make the best sword in the game, but why can't they make it different? Allow them to mix dye in with the sword to create a different color. Allow them to add extras like a poison reservoir so that it can hold a poison longer and deliver it better. Let them use better material in the handle to make for a better grip. Things like this make the players feel like THEY are in control, not the game.

The biggest thing to remember, never let them finish. Although giving them a nearly impossible task to complete is a good idea in an online RPG, letting them get to a point where the are "done" means that they have no reason to play any more. I guess this idea does conflict with any story line you might put in place, but if done well, it could still work out.

If you really want it to stick out, don't lock people into certain classes. People should be able to choose what they want to focus on. If a person wants to have a decent magic power but be really strong, why should the system stop them? Of course, this does require balance. You can't let someone create a War Mage that could easily kill any Warrior or Mage because of their crazy powers. Ultima Online had a great point balance system to prevent multiclassing too much. You could become a War Mage, but either or Warrior side or your Mage side would suffer because of the other being too high. You would actually loose points in some areas to make room for others(Effectively creating a power cap). They didn't have a leveling system but rather a strong skill system. If you mixed the skill point max with a leveling system, it would create interesting gameplay. You didn't put points where you want them but rather earn them by using a skill. So if every level you got a max increase of 20, than you could build up strength 10 and magic 10, strength 20, or magic 20. These are just ideas, but they would create a RPG skill system like no other.
In response to Danial.Beta
Danial.Beta wrote:
The biggest thing to remember, never let them finish. Although giving them a nearly impossible task to complete is a good idea in an online RPG, letting them get to a point where the are "done" means that they have no reason to play any more. I guess this idea does conflict with any story line you might put in place, but if done well, it could still work out.

The Haven Seed way of accomplishing this is by including a genetic system and a natural death system. I will allow people to circumvent natural death, at great risk, but otherwise age is a ticking time bomb that limits achievement and makes the idea of marrying and settling down after 20 years of adventuring a good idea. The player's old warrior might become a hunter in his later years and raise a son. The player trains the son as a warrior. When the warrior dies, the player assumes the role of his son and continues play as a new character.

I'll have to try it out on the community at large, however... I can envision some possible proponents and more than a few possible detractors. =)
In response to Jtgibson
Jtgibson wrote:
Danial.Beta wrote:
The biggest thing to remember, never let them finish. Although giving them a nearly impossible task to complete is a good idea in an online RPG, letting them get to a point where the are "done" means that they have no reason to play any more. I guess this idea does conflict with any story line you might put in place, but if done well, it could still work out.

The Haven Seed way of accomplishing this is by including a genetic system and a natural death system. I will allow people to circumvent natural death, at great risk, but otherwise age is a ticking time bomb that limits achievement and makes the idea of marrying and settling down after 20 years of adventuring a good idea. The player's old warrior might become a hunter in his later years and raise a son. The player trains the son as a warrior. When the warrior dies, the player assumes the role of his son and continues play as a new character.

I'll have to try it out on the community at large, however... I can envision some possible proponents and more than a few possible detractors. =)

Great Idea!

What I was thinking of is the fact that some people complain about classes. What I was going to do was similar to what Daniel.Beta said, not lock people into classes. How I was going to do it was you had to go to an in game Judge or leader (General, Duke, the KIng). They would make you pay to take a test (the price wouldn't be too much, but not to low). Your performance on the test decides how well you start off in the class and how much your other classes skills are effected (the better you do the less they go down). Having access to the skills of another class but not being able to raise them over a certain cap or having them "deteriorate" faster (all skills lose a certain amount of "EXP" per game day) was what I thought would be great.

Also, Death would be something I would like to see played around with. Prey did a good job with death, thought the "I can die and not care" thing was throwing it out of balence. Maybe you can come back to life but you have weaker skills or have to wait a long time (X amount of game days). Maybe while you were waiting for yourself to come back you could be a ghost? One that could do things like move things, or posses people for a certain amount of time, or even talk to people that have supernatural powers.