Hey, Phil, long time no see!
Phil said:
Well, as a side note for some healthy competition: I solved it by introducing time (6x faster than normal, set approx 250 years from now), and using a map which requires travel. Normal speed is about 25 units (depending on the PnP race) a game day (=4 hours real time). Since we have a 32.000 x 32.000 map in mind, you'll understand the need of using cars if you want to get anywhere.
Since my game is going to be "real time" when it comes to non-combat interaction, realism isn't much of an issue. As it is not based on Fallout I am not using a travel map.
Right now I'm thinking about using a room based approach (like in good old text adventures) rather than a traditional tile-based map. The rooms would be interconnected and I could even implement a MUD-like text interface (using a keyword system), although I still want a semi-graphical interface for all major things.
I don't think you've ever seen my first attempt at the map, but the second one is being build at
http://blogs.vaultnet.net.
I've seen the map you had in the Vault, but didn't see much of the RPG you were working on after that.
Your focus seems to be player interaction, whereas mine is a singleplayer experience in an online environment. I'm working on an RPG / Action RPG in the traditional sense, you OTOH are working on something which can be understood as Fallout Online (correct me if I'm wrong).
Also combat will be quite detailed and complex in my game whereas you are automating the actual combat (as far as I understand your system).
Now to something completely different: You posted about ALICE. Are you thinking about using free speech for NPC interaction? After having read the discussion in the FO3 forum I figured free speech can be a nice addition to the normal dialog trees for quests and storyline.