My theories on creating the greatest RPG of all time
Passage of time
The passage of time will make this RPG great. Biannually new technologies, weaponry, armor, and techniques will be revealed to players. Every July 1st new tech according to the time period will be introduced. Every January 1st a leap forward in technology will happen. The landscape will change a bit every biannual “tech day,” so as to simulate erosion, continental drift, and the impact of the players upon the world. Starting in the near medieval ages the players will build their own shelter, partake in the activities of their clan or tribe, war with others, and slay the demons that will come to define the legends of the world the players will learn and possibly attempt to imitate later on. Players will make the gods that newer players shall worship as part of their factions activities. It is likely that a heroic feat will literally make a player a living legend as a hero, which may be corrupted later on to demigod or god. Tales will mostly be word of mouth as paper will be expensive until the first introduction of technology, which will many players a chance at “divinity.” Without set factions players will have to band together or face the world alone. Because factions will be entirely player operated, leaders can be slain and the faction wiped off the face of the world completely. Due to the passage of time, many jobs are opened up for many players. Players will be able to sell rare historical items at high prices or be historians, researching and documenting the past for many players to read and learn from. History books may contain useful techniques which may be invaluable in the heat of battle or the marketplace. When time has passed not only will there be antique salespeople but also collectors and archaeologists. Collectors would pay archaeologists or salespeople for their artifacts from times long ago.
Life, Death, Rebirth
Life, death, and rebirth are going to be central things to the RPG. Players will make a character, but the character will die sooner or later, either from being overwhelmed, using bad tactics, or disease. When a character dies, there a few options for resurrection. Either the player is saved by grace, which occurs from many heroic actions and charitable contributions, or the player is resurrected as undead. Undead characters are the easiest and most convenient way of resurrection. Necromancy will be present in the RPG, but it will not be the overwhelmingly powerful sorcerer creating armies of undead to overrun the people of towns and cities, instead they shall be diviners, assistants, interrogators, and most importantly, businessmen. Necromancy can be a service, like when a certain person dies, they either have a fund which will immediately got to the necromancers to resurrect him, or someone can pay to resurrect another person or famous hero. Necromancers can also help in battle, resurrecting dead enemies to fight against the others; however the “zombie” shall be short lived, only for a day for those that were brutally cut up, or a week, for those that are sick or poisoned. However, necromancy is not enough to resurrect a player. Necromancers must work in conjunction with healers, so that healers may repair the damaged body so that the temporary life the necromancer gives can last forever within the character. Necromancers will also need dutiful scouts to find some of the bodies to resurrect them. Necromancers may also need mercenaries, to assist them if the body is behind enemy lines. If the body is unfound for 3 days in real life, it is decomposed too much to be resurrected without the work of 3 necromancers and 10 expert healers.
Many races should be available to players. It keeps the game fresh and also can be cool for players to be walking around with certain race specific powers. There should be many races, but for more than about 20 it can become daunting. Some obvious race types should be Human, (of course) lizard people, some form of mammalian race, aliens.