So much feedback!
The original idea was imagining simple room design could be reduced to the
same process that is involved when you make an item or when you make a
sculpture. It falls into short desc, long desc etc.. or a step by step
procedure that ends with a workable result.
This way you have a limited creation process that lets players design simple
content without being exposed to the more involved behind the scenes
information ie secrets (in theory). I think there are any number of players
here who have many more years of experience but would never want to stop
playing.
If i had to draw a parallel between bat and D&D, these would be more 1-shot
experiences that serve as a distraction from the more involved long term
efforts. Tho it wouldn't be hard to add threads to other experiences or
adventures further along. Say you fall into a long forgotten pit trap.. and
there-in you find remnants of a long abandoned orc camp. You search, and
track down the 5-10 room abandoned camp and find undead warriors and signs
of a great battle. Upon releasing the orcs from their undead curse, their
dying breath points you in the direction of the chaos fueled tribe that
slew them. Third area is the rival orc tribe which has been twisted by
chaos. 3 areas of varying size. But nothing ground breaking, and i imagine
there'd have to be enough bait to motivate the players but you could
establish a simple story. If you're motivated enough, you could interlace
different encounters with repeated elements of a rise of chaos. Once you've
explored a certain number of these incursions, you deduce the location
of the remote temple causing all the trouble. etc. A large involved area.
But it all starts with very small random encounters that could be seeded in
the outworld. Ideally, as they were developed, more and more could be
plugged into the encounter table. Weekly random coding tasks (make a skaven
warren) would give a varied assortment to draw from. I don't think new
content has to be an epic thing. Ships are a great example of content that
takes me 5-30 minutes to do but keeps me occupied. It's not epic, but it's
involved and has a certain sense of randomness.
It also could serve as a simple introduction to coders for those who are
looking at taking the big leap to becoming an imm but are intimidated by
their total lack of knowledge when it comes to coding. Although
i'm always shouting things out, I still feel like there's a lot of the
game i haven't experienced and still would like to experience and wouldn't
want to commit entirely to coding and not playing.
I think there'd be interest in the idea but the biggest issue to me would
be what you brought up. Considering how many bards there are out there who
think nothing of putting the time into coming up with multiple plays.. I
think there might be a lot of content to wade through. And that would
reduce the imm in charge to being a teacher grading papers. Unless there
could be some sort of.. accreditation or validation process? I don't know.
but I think if you've made the step to Imm in the first place, It was to
work on your own ideas rather than be drowned in those of players.
I think.. and i emphasize this is a personal opinion.. that with a 24 hr
cycling game.. that a lot of areas end up feeling like great novels that
once read, can nostalgically be enjoyed but ultimately become an area only
repeated to reap the benefits possible to gain. So the only persistent
element ends up being the character and what will benefit him. Randomness
or elements that aren't predictable or.. even develop over long time are
what i'm trying to mentally incorporate into the game.
But i figure others have had the same thoughts. I'm just woolgathering or
rambling.