As a more general note, you might generate some interest if you take some time to go through your process, turning this into a two-in-one Infiltration and design/mechanics thread.
Sure! I'm trying to write down ideas here when I have time (bonus today, tag system design
)
I'm in the middle of the "tag system" work, something I believe will add more content and replayability on the game (and more options to play with it for me too!).
With tag I refer to a simple property that an npc can have, for example "greedy" and a bonus associated to this property, for example -10% on social challenges. My plan is to use these tags when npc have to resist a challenge (a player action, like focus/calling/manipulation or quests), now splitted in three categories (like Vampire the masquerade and old Wod games ):
- physical, related to combat, fighting with swords, resist to poisons, etc..
- mental, related to willpower, mental ability to understand something and knowledge in general
- social, for ability to understand, manipulate and advance on social ranks
So for example good old Barbarian Uzbar could have a tag like "robustness" (+10% physical challenges) and "scar" (-20% on social challenges) and so will be a good fighter, but a not so good social manipulator, so quests that require social ability will be harder for old Uzbar, but fight goblins with an axe more easy. Keep in mind that a quest can have only one type, so it's a matter to find a balance between quests right now, design them so in every city for every character there is the possibility to conquer a district and to be a valid target for player.
Thinking about this, something I want to consider right now is to add a low probability for unique tags, like "chosen by gods" with good bonuses. This will provide some interesting choices for players: a focus challenge can have low probability to corrupt a powerful npc, but on the other side, could provide a powerful ally, right ?
There is only an option for a npc to acquire a tag (remember, a tag could be a bonus, but also a malus!) when a quest is solved or failed: so now for example our good Barbarian Uzbar fail to stop goblins and acquire tag "epic failure" or in case of a good outcome, gets "hero" tag.
What do you think about tags? In my mind could provide more personality and variability for npcs and on the other side for player too !
About seed generation, like I've said, is something I want to explore and think after go throught this prototype. For now random generation is all about the following elements:
- npc stats (followers, money, etc..), name (from an internal list)
- number of npc in a city (at least 3, max 10 more or less)
- combat between npcs (roll a dice in this case)
- challenges (roll a dice with tags bonuses)
So not so much to explore for now on random generation side!