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Author Topic: Quest: Dangerous Cults  (Read 923 times)

Lord Dalek

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Quest: Dangerous Cults
« on: October 09, 2014, 08:07:30 pm »

What if there were cults to Gods considered profane? So you would get a quest: Ignor Deathlover is the leader of a Cult of Eirrion Necromancer-maker! Destroy him! ?and then you have to destroy a cult by killing its leader. Any thoughts?
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Urist McVoyager

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Re: Quest: Dangerous Cults
« Reply #1 on: October 09, 2014, 08:30:31 pm »

How would this be different from the bandit killing quests? It sounds fine so far, but flesh it out. Will the cults actually have special powers?
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heydude6

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Re: Quest: Dangerous Cults
« Reply #2 on: October 09, 2014, 08:32:24 pm »

Well if it will be similar to bandit killing quests, wouldn't that mean that it would be very easy to implement. Although you are right, cults need to be more than just quest fodder
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Urist McVoyager

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Re: Quest: Dangerous Cults
« Reply #3 on: October 09, 2014, 08:36:03 pm »

Exactly. If it would be similar, then why wouldn't we just add more bandits to fill in the space? There should be something unique here. Not just roleplay value. There should be a gameplay difference.
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heydude6

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Re: Quest: Dangerous Cults
« Reply #4 on: October 09, 2014, 08:56:23 pm »

well one thing many cults do is go around recruiting people, including your fortress. Another thing they do is obtain funding. Some methods they they use could include: asking for donors, specifically recruit the wealthy just to steal their money and  many other possibilities that we will just leave to your imagination. And finally they actively peruse their ideals.

They might be suicide cults, they might just sit in a room and pray all day, they might deface religious symbols,(Wouldn't want those to be masterworks), they might try to kill all the non believers, they might erect religious buildings, they might simply provoke other religions and cults. I believe most of the gameplay effects of these cults will probably be their interaction with the other religions and cults.

Is that enough gameplay effects for you?
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Lets use the ancient naval art of training war parrots. No one will realize they have been boarded by space war parrots until it is to late!
You can fake being able to run on water. You can't fake looking cool when you break your foot on a door and hit your head on the floor.

Urist McVoyager

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Re: Quest: Dangerous Cults
« Reply #5 on: October 09, 2014, 09:03:32 pm »

I was hoping Dalek would come expand on his idea.  :P But yes, that would be enough for me.
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heydude6

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Re: Quest: Dangerous Cults
« Reply #6 on: October 09, 2014, 09:35:10 pm »

I just thought of another great idea, how about we make them procedurally generated as well.

I would look forward to seeing:

"Black Diamond" the cheese cult. They obtain funding by selling trinkets and their ideals are to forsake the evils of booze and to indulge in the holiness of cheddar. Their object of worship is a cow who they call "Blessed Borris".

And then the game would begin to track the history of said cult like it tracks a civilization and their might even be a few miracles that appear as well as their saints. And I will stop talking now because I'm beginning to deviate from cults and going into religion.

In Summary: Procedually generated cults, tracked by history
« Last Edit: October 09, 2014, 09:37:47 pm by heydude6 »
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Lets use the ancient naval art of training war parrots. No one will realize they have been boarded by space war parrots until it is to late!
You can fake being able to run on water. You can't fake looking cool when you break your foot on a door and hit your head on the floor.

Azerty

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Re: Quest: Dangerous Cults
« Reply #7 on: October 10, 2014, 11:52:00 am »

I opened a thread last December, Mystery cults, about a similar idea; they were some good ideas about your proposal, especially since the release of

Spoiler (click to show/hide)
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