It’s probably because I’ve been playing Seiken Densetsu 3 with cookiemonger, but I’ve had Evermore on my mind lately. There’s something strangely enjoyable about collecting reagents to perform the alchemical formulas you pick up through the game.

Hunting down materials throughout the world is a mini-adventure in itself. The only other game I can think of that comes close is Oblivion, and that only lets you make potions. In other words … lame! The nirnroot quest is an interesting idea, though I didn’t finish it because I didn’t want to scour every body of water in Tamriel.

This kind of segues back into my thoughts about terrain-based resources. Can you acquire material components for spells from the terrain? Maybe that’s the winning approach, there? Think less about practical construction resources (timber and clay and such) and more about their symbolic importance. What are things that come from the land which are considered important to the States for their symbolic importance?

While it would be nice to take plants and herbs and other things from, uh, actual nature, with historical symbolism, that’s a whole other vein of research I’d have to go through. *ponders* Which, honestly, I’m not averse to, I just have no idea where to start … which is what brings me to Evermore. I understand Evermore’s system enough that I can use it as a jumping-off point to a, uh, I don’t know, a more flexible system.

Interesting side-thought, just now. What if collecting reagents and using alchemical formulas gave you bits of background lore the same way that collecting and leveling up weapons in Drakengard does? If you were to collect 200-odd plants (whether by pulling weeds for the neighbors or buying them at the local nursery) gives you a bit of herb-lore? Not a number bonus to anything, just a tidbit about the world?