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Author Topic: Adventure Preferences  (Read 719 times)

ShutUpWesley

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Adventure Preferences
« on: February 22, 2015, 11:18:24 am »

Hey all,

Right now, in Adventurer mode, when you ask summertime to join you, they will (or won't) without any question of what exactly you plan to do. My suggestion to change the situation is twofold:

First, the ability to specify what you plan to do. Instead of saying "Come join me on my adventures!", for instance, you can say "Come join me in my quest to plunder the evil necromancer tower Soakedbunnies!". What exactly you could say would be dependant on your quest log, and the generic option could remain for those adventurers seeking to just wander the world.

The second part is the NPC's reaction. Based on your social stats and their personal preferences, the NPC would decide whether or not they want to come with you. So, for instance, if Urist McAxedwarf is terrified of the undead, he may refuse to pillage necromancer towers/camps, but if his wife was killed by a kobold thief, he may be eager to join you to slaughter them and get his revenge.
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King_of_Baboons

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Re: Adventure Preferences
« Reply #1 on: February 23, 2015, 02:14:03 pm »

.....he may refuse to pillage necromancer towers/camps, but if his wife was killed by a kobold thief, he may be eager to join you to slaughter them and get his revenge.

NPCs already feel things like revenge,anger and fear.
There was a war in my world that had 2 NPCs as non combatants.One of them continued to live normally after the war.
However the second one got traumatized by all the blood and death.I think the war made him more worried about his own death.
And after 4 months he became obsessed with his mortality and became a necromancer and built his own tower.
I also saw a king who became so depressed that he left his kingdom in a "journey to the wilds" and in the late winter of 356,Urist McKing died in the dark.
I think you played enough Adv Mode to know what that means....
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A medium-sized creature prone to madness and insanity.