I feel like this just happened:
Capt. Malcolm Reynolds: You have to tell me about that sometime.
Shepherd Book: [pause] No, I don't.
Only I am Mal and Gabe is Book, LOL
@BHFuturist
P.S. Just kidding about the last part ;)
Firefly lives on! Lol
As for the weapon ideas, how were you thinking of representing them? Cards, or tokens/chits? If you had something like .75" or 1" tokens placed on your character mat or something, you could tap them after each battle - 90° , then 180°, then flip it for "too dull to use". So you'd get 3 uses before having to swap it or repair.
One thing that occurred to me for an open world concept is to have every item assigned a "blunt" stat. It would serve both for how much blunt damage it could sustain AND inflict. So if you dull your knife you can still use its blunt stat to "pry" open something, or use the back of an axe or a sword pommel to pound through something. Just a single stat to deal with any non-combative way to improvise uses.
Not sure if that's too involved for your concept, but just some thoughts I had.
Why don't you like procedural generation for aspects of the open world? I am trying to find was to make it work that do not take players out of the game by making the generation part of Exploration and Search type actions. Even if exploration just meant a 2 factor "tile and token" draw, that could give many location combinations. Is it because the story would be affected by how locations are placed? just wondering...
-@BHFuturist
Taking the player out of the immersion is a big reason, for sure. Also, since it's adding more things the player has to do and keep track of, it means there's more possibility that things can get screwed up. Misreading or misunderstanding the rules can lead to playing the game wrong.
But more importantly, I need the world to be static to line up with the stories in the game. I'm a big fan of how the new Zelda doesn't hold your hand. It doesn't give you waypoints or tell you exactly where to go.
I would do the same thing. It wouldn't be "go to the farm on tile/map C." It would be "go to the farm north of the town of Lux." The player would have a book of maps where he actually plays the game (one would lead to another) and a general world map on a piece of card-stock that he uses to figure out where things are. (Think Tolkien's map in the front of LOTR.) And you'd have to figure out a path to get where the quest told you to go.
Often, designers use procedurely generated and modular things to give the game more replayability. But my hope is that this game will get played over and over again because of the amount of content and different branching paths.