In a nut shell: Open RPG-style game where players wander a relatively non-linear environment embarking on mini-quests to fulfill people's material needs. You travel the world searching for items, and more importantly, tools and methods to combine them to make new items for fulfilling various purposes.
Items come in 4 varieties: Bases, Generics, Organics, and Rare. Base items are stuff you can find in plentify supply in the world (like water, sand, wood, etc.). Generics need to be purchased or synthesized, and have special properties that allow players to bend the rules of reality in making new items. Organics are stuff that can be grown or harvested, like medicines, foods, etc. Rare items are things that are not meant to exist in the mortal realm, and require very specialized and arcane knowledge before use can be made of them. Rare items, in the right hands, can be a source of great power, and are widely sought after the world over.
Since most items don't do much on their own, the heart of the game will involve mixing them in some fashion. Tools for mixing may include:
- Portable forge: For metals and other meltable stuff (glass, etc.).
- Mortar and pestle: For grinding or mixing powders.
- Centrifuge: For 'unmixing' certain mixed items, though not all can be unmixed.
- Portable cauldron: For mixing/heating liquids, primarily.
- Flask: For raw mixing of liquids/substances, and storing them.
- Molds: For shaping things, like molten metal or water being frozen, for instance. Comes in many varieties.
- Splicer: Sub-atomically combines items into new ones with shared properties (with a risk of destabilizing). Items spliced are not necessarily the same as mixed.
Each player has a unique ultimate goal, which they can choose at the onset. Their ultimate goal decides what pools of knowledge they can access at the start, thus affecting their direction throughout the game. Knowledge, in this case, is instructions on how to make various item combinations, including ingredients and tools, among other things.
Ultimate goals can be many things: General strength/power, immortality/youth, truth, resurrection of the dead, mass destruction, etc. I have yet to make a good list.
The world you exist in is basically a problem-ridden mess, where nearly everyone has some kind of quest to give or needs to fulfill. Quests can be anything from making a aphrodesiacs for old people to overthrowing an empire, with much variety in difficulty/rewards (though the later may involve a bit more than mixing a single item, for instance). Each quest brings the player closer to accomplishing their personal goals, as they acquire information and clues on what they need to accomplish them, in addition to monetary or other rewards in general. If there's room, a system could be added for quests to count toward some kind of alignment or social status, in turn affecting access to future quests or the trials involved in them.
Anyway, here's why I put this map in the Ideas forum instead of the Map-in-Progress one: I'm not sure whether I'm going to make it or not. Basically, I've already got my hands full with two other big projects (A&O included), as well as RL issues to attend to, so I'd like to ask for help with this. For now, I need ideas for items and item combinations, as well as their possible effects or properties. Not all items or combos need yield results, and in fact only a small percentage should, as then players will have to rely more on knowledge they acquire during their journey instead of repetatively and wastefully combining items to unknown effect.
There's plenty of room for ideas for quests and items/item combos, so fire away for any ideas you have. I'll be sure to give credit where it's due, for those that I use (and I'll give credit anyway even for those I don't).