Hey there everybody. I'm back and I still like this idea, but I'm currently not happy with how this quest has gone. The idea behind the quest was to play as Dr. Light recovering from his attempted assassination while building up to making what was going to be Mega Man (or Woman, if the questers wanted it), who would attempt to fight back against Wily/The Corporations while he tried to revitalize hope back into a city that was quickly losing it. I think some of the problems I kept running into were the crusader kings mechanics, for one. You were playing as a single person who built robots to help him do things he couldn't, which I don't think worked well enough with the current mechanics. At least, it didn't for me.
The second part was that for a robot building quest the options to actually build out the robots felt kind of anemic to me. It was the start of the quest, so you wouldn't have had too many options to start with, but they still felt like they didn't provide enough of a menu, so to speak. I also tried to translate them to CK2 mechanics and I just kept finding difficulties with doing that. Either the bonuses felt too strong, they overlapped with others or sometimes they just felt like they were too weak or provided bonuses you wouldn't see much use of in practice. Finally, the combat part of the quest also felt like it didn't exist- combat was a big part of Mega Man and leaving it up to a couple of martial rolls along with a few bonuses didn't feel right to me.
Like I said before, I still like this idea and this setting and I want to continue writing a quest within it. So I'm thinking of two ideas.
One, I revamp it. I keep everything you guys have had up to this point but I put it under a new system. Right now, I'm thinking of a hybrid sort of planquest with some expanded combat mechanics. That could change and I do welcome recommendations/advice. How it would work is you would have a set number of actions or dice for the week and would have to prioritize what you wanted done, with your creations and allies providing more help, allowing you to get more done. Essentially building up a faction from scratch if that's what you guys wanted. The traits and other stuff would be translated over- you'd essentially be reset to before the Metpharm Labs mission (though I am going to overhaul that as well). I'd also be expanding a few things I had plans for but didn't implement yet, like a general read on the state of the underground and your actions effects and the relationship of the other factions around you. Basically connect you into the world a little more.
The second option is that I shelf this quest idea for now and go for something a little more in line with the CK2 mechanics. This would be WutaiQuest, where you take control of a nation that has recently be put under the thumb of The Shinra Corporation and also are dealing with the potential problems/opportunities that comes from being within the Outlands. The benefit? You are away from the city and the watchful eyes of the megacorps, have what is essentially immediate access to magic/magitech since you're so close to the source, even if you have to develop it and get to carve out your own path. Also techno-barbarian/feudalism is a cool aesthetic. Think Final Fantasy 5-6. The drawbacks? You're essentially forced into being a resort town by Shinra and have to deal with monsters, bandits and other kingdoms with their own views on how things should go. Also, Castlevania and Outer Heaven may or may not be floating around out there to deal with as well.
Sorry to come back from a months long absence to essentially say the quest is frozen, but I wanted to pop in and say I'm still interested and not just drop it without a word.