Here's an idea I've had for a while: Make it seem, at first, like a regular RPG, but here's the kicker -- the mystical, magic potions don't actually do anything that's indistinguishable from chance.
(For example, you might have some herb combination that "restores HP", but whenever you use it, you strangely lose HP that more than cancels what it gave you. If you think this would be too obvious, rot13: In the game Earthbound, bar vgrz lbh trg vf gur Pnfrl Wbarf ong, naq vgf fgngf fnl gung vg'f ernyyl cbjreshy, ohg vg pna gnxr lbh n ybat gvzr gb ernyvmr gung vg uvgf fb eneryl gb or hfryrff.)
Set it in an environment like 17th-century England where you have access to the chemicals and astronomical observations they did (but give them fake names to avoid tipping off users, e.g., metallia instead of mercury/quicksilver), and are in the presence of a lot of thinkers working off of astrological and alchemical theories. Some would suggest stupid experiments ("extract aurum from urine -- they're both yellow!") while others would have better ideas.
To advance, you have to figure out the laws governing these things (which would be isomorphic to real science) and put this knowledge to practical use. The insights that had to be made back then are far removed from the clean scientific laws we have now, so it would be tough.
It would take a lot of work to e.g. make it fun to discover how to use stars to navigate, but I'm sure it could be done.
To advance, you have to figure out the laws governing these things (which would be isomorphic to real science) and put this knowledge to practical use. The insights that had to be made back then are far removed from the clean scientific laws we have now, so it would be tough.
Or you could just go look up the correct answers on gamefaqs.com.
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