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Re: [Adonthell-general] Sects and Factions


From: Kai Sterker
Subject: Re: [Adonthell-general] Sects and Factions
Date: Fri, 23 Aug 2002 11:43:11 +0200

On Fri, 23 Aug 2002 10:46:03 +0200 Nils Fohrbeck wrote:

> Actually I was trying to describe somethink like that (not very
> successful I must admit). What I meant with combining factions and
> alignment was that we can use the same programm code and game
> mechanics for both general alignment as well as faction alignment
> (which means for faction alignment we would also have a number from -5
> to +5). That way we do not need any extra coding, and the player (as
> well as other developers) can easyly make his own factions.

Right. Still, I think we shouldn't apply too strict rules in the case of
faction alignment. Especially joining a faction might depend on more
than the alignment. If a faction is for Dwarves only, your alignment can
be as high as it will, you won't be able to join unless you are a Dwarf.


I also think that we should handle it similar than we plan to do with
the plot. A character that only behaved good so far won't get the same
opportunities as an evil one and vice versa. For example, a character
with guard-alignment 2 may still join the thieves, one with
guard-alignment 5 may not. It simply wouldn't make any sense (unless
he's schizophrenic).

Also, as I see it, all these faction alignments are constantly changing
with the player's actions, no matter whether he's a member or not. If
you kill wild animals, your ranger-alignment would slowly decrease for
example. 


All in all, I think those different faction-alignments are a very good
way to describe a character's nature. They'll be very useful for all
kinds of stuff. I guess they could even replace the ordinary alignment
value. After all, a character's peronality isn't one-dimensional. And
those faction-alignments would cover all game-relevant aspects of that
personality. If we make proper use of them, this should allow a gameplay
that is really tailored to a player's style of playing. A thief would
find other quests and ways through the plot than a paladin. And for a
necromancer it will be different again. And of course there will be many
mixtures and all shades of grey. I really love that idea :).

Maybe you want to add a section about this to the rules draft, Nils? And
we could also apply these things to 0.4 plot (if everybody agrees with
them).

Kai




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