Original Post
An Online (not going to say MMO) RPG where after all goals are met by a certain race the game is finished, reset and begun again. Unlike other ORPGs out at the moment (that I am aware of) this concept involves set overall race goals, instead of constant battle between sides and side quests. Features: 01 - Races/factions don't have a set diplomatic stance against each other; alliances can be formed or broken at any time. Random 'Start Locations' at beginning of each new world. Diplomatic relations allow races to trade, give, demand etc to other races. 02 - A News system that is actually important; Know what's going on in your world. 'Race 1 offered resources to Race 2 in exchange for Peace' etc. 03 - Game world evolves from start to finish; timeline where upon new world the races are limited; small but as time advances towns become cities etc; Much like an RTS the races (which are not player controlled but may be player suggested; meaning players have an input system where the computer can take into account player requests etc or may have Game Masters to control races in a form such the same as those text based RTS games such as kings of chaos, utopia etc) evolve and progress through tech trees allowing for better access to items etc. Start with basic Blacksmith etc... advance to many more shops/options of items etc. Race would start with say, small city, 3 towns each. Then able to expand, colonise new area. Able to overtake other towns. Generated NPC and Quests: When game is reset NPC names, appearance etc are randomly generated; also the quests given are generated but most likely would involve the same variables 'collect' 'number' 'item' 'bring to' 'take to' 'kill' 'MOB' etc but are random and could be generated to need of race. This could extend to the boring task of collecting a resource such as... food or anything. Though one or two set characters will always be named the same, such as beginning area. Also buildings, NPCs etc are randomly located in set structures. Think of a grid. Inside the grid 1 building may be set to be placed, inside that building the NPC's also added, or outside. But all of the placing is inside this set grid area on a selected square. As a city expands, the grid size would be increased. Districts/layouts would be defined. Buildings/NPC rotation would apply by a check to surrounding buildings and overall city direction. 04 - Guild System allowing for a building with NPC's to be placed, could have a becon point even that a guild leader would have, an item that when activated sets a marker for GMs to place a Guild Building, so could be anywhere. Gms would obviously not build a guild building randomly over some other structure etc. But would be able to have on an even ground (the building could have stilts) and over water. All MOBs in area would be moved as game world would place mobs in random location over set area - so rock monsters always around rock area, water, water etc etc. Would just move MOB spawn further away. Could not build guild with in closeness to other guild building. 05 - Trade System that can effect a races development - tax on items, money spent on items goes to race for resources. No NPC has set number of items from store, will sell items they bought for an increased price (but hey, it would be for a cause ;0). Trade would also extend to other races. 06 - World Events; A town/city may be attacked by MOBs; help defend. Items might appear for certain time, etc. Battles, raids etc. Game ends and world reset according to traditional RTS conditions. - No enemies left, etc.