Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Fun with Mythical Creatures  (Read 868 times)

falcc

  • Bay Watcher
    • View Profile
Fun with Mythical Creatures
« on: March 01, 2015, 02:25:10 am »

The game should procedurally generate some mythical creatures every world, preferably assigning them to both particular civilizations as well as to particular regions. Once the game has the capability to procedurally generate creatures some, but not all, of them should actually be generated each game.

Even before they can be real, generated mythical beasts could be the basis for stories and traditions in a culture, with people in certain regions having generated stories about a local historical figure meeting one of the creatures. There could also be stories and traditions about how to protect yourself from one or another type of powerful mythical thing. Superstitious Dwarves should do things required by these stories, so you can get some insight into cultures and personalities. Adventurers should also be able to adopt superstitions, and either be seen as superstitious or just a rube if the local stories are thought of as more of a joke. Maybe superstitious people will appreciate each other a bit more, so if you show up to a house wearing the traditional peacock bone earring of evil critter repelling and the homeowner also has one on, they'll be more likely to let you stay the night.

Once there's a way to actually put the generated creatures in they should have actual warding methods corresponding to the stories. That way you might be the laughingstock of one village for doing the dance you were told would repel the local critter, but the next village over turns out to really have a nigh-unkillable beast that roams the forest at night and the talisman that repels it is taken very seriously. These shouldn't necessarily be dependent on whether the creature referenced actually exists in game necessarily. Sometimes a lot of fake stories should generate and people should just all be convinced from having a cousin's cousin that saw the thing in a fake story. Sometimes creatures should be very stealthy, reclusive, or not leave any evidence of their kills, so even though they exist nobody really believes it.

People could also spread fake creature stories around. Even if they do exist somewhere in the world they might not be near everywhere stories are told, and could be thought of differently all over. If there were a way to determine if a story is popular in a culture, or spreads to a degree, new false stories should be generated with historical figures in that entity/region/civ so Goblins aren't afraid of something they've only heard of attacking Dwarves.
Logged

King_of_Baboons

  • Bay Watcher
    • View Profile
Re: Fun with Mythical Creatures
« Reply #1 on: March 01, 2015, 08:06:00 pm »

This sorta thing already happens in our worlds with the boogeyman creatures.Every time you ask for shelter in adv mode people always say stuff like "It would be terrible to leave someone alone after sunset" or "Be careful or boogeyman will kill you!".They NEVER actually saw a boogeyman in their entire lives but they also don't stop believing in them.

The rumors and fake stories already exist thanks to you and your companions.

>First you kill a powerful beast from your hometown and wait until your wounds have been healed.Example: Draco McFlamesofdeath
>Travel through various sites of your civ while spreading the news of your victory.The npcs will hopefully spread the news soon after that.
>Keep traveling until you reach a VERY distant civ.
>Die to an even more powerful monster but let your companions escape.You died to Golgol,the local forest giant of that civ.
>Companions make a very long journey to return to their homeland and spread rumors of your glorious death and the giant.
>They encounter ANOTHER beast and the cycle restarts.

OR how about YOU being the horrible creature of the night?

>Acquire vampire/werebeast powers
>Kill hundreds and leave only a few survivors
>Survivors spread the rumors of a dangerous serial killer that almost destroyed their villages
>Soon you will be hunted/become a legend/become the subject of a necromancer book(I want this so badly)
>Bonus points if you are a werebeast and can bite other people so the cycle restarts
Logged
A medium-sized creature prone to madness and insanity.

falcc

  • Bay Watcher
    • View Profile
Re: Fun with Mythical Creatures
« Reply #2 on: March 02, 2015, 12:29:53 am »

Oh sure, and I'll certainly be happy when that just happens from a greater variety of things. Mostly what I want to happen is for non-existent procedurally generated creatures to be the subject of cultural stories. Like right now people would just tell stories of the time their grandfather totally saw a griffin, even though they don't actually exist. But once existent procedurally generated evil area creatures start happening it won't be obvious whether something is mythical or just rare until you actually meet one.

I'm thinking this will probably work with the weird animal-derived night creatures Toady has said he wants in evil areas. Black stags and multi-eyed bunnies or whatever. Stuff that's just a little off otherwise existent animals, but evil or powerful somehow.

As far as I know there aren't any made up stories in the game yet. You can't choose to describe a situation that didn't happen in adventure mode or anything. But I'm sure that's coming. So this would just have some of these fake stories come up in world gen for regional beasts and/or cultural myths, even if the creatures themselves aren't generated into the world.
Logged