Good time-thing to everyone!
As before, I am interested in your opinions about an aspect of game design: to be specific, are there reasons to make some choices impossible for some player to pick (staying out of RO), and what are they.
In my project (easily found on the forum by the name “The Guard’s Duty”), I use several mechanics that limit or expand player’s choice, namely, ‘insanity’ and relationship values. For example, I disallow being rude to someone without reason, if the relationship score is high enough, or allow PC with more ‘insanity’ (I’m not sure about using the word. In-game it is closer to PC being really extreme in their dealings, but the name has stuck for time being) to contemplate and perform some drastic ideas/actions. While I believe that this is more beneficial from the roleplaying point of view, I can sense certain appeal in the idea of removing the restrictions altogether, or making them a lot softer.
And what do you think? Thanks in advance!