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Author Topic: Adventurers paid and quested to kidnap yielded opponents.  (Read 875 times)

FantasticDorf

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Adventurers paid and quested to kidnap yielded opponents.
« on: September 22, 2019, 10:33:49 am »

Most RPG's have this kind of mission, a forced escort of a prisoner to a quest giver, someone of ill repute or even yourself captured by somebody. With the inevitable advent of needing to confront what to do with and how to move yielded people, there will have to be non-lethal ways to remove people from the game for a while.

New Ethic: Kidnapping


Seperate to baby snatching, but does affect the current view of the activity (if disallowed, baby snatching will be done by criminal agents and personal reasons such as a intense need to want a family) it regards to unlawfully seizing individuals. Monsters who kidnap people by both terrifying and overpowering them will be chased more compulsively by civilizations and the personal interests of people affected if this ethic is relevant.
  • The fantasy of princesses being snatched away by dragons for example, leading to the military goals civ leader marching soldiers forward to kill the beast at its hideout, as soon as a rumor emerges where it is.
Dwarven & Human attitudes

The views of Human and Dwarven justice and action may vary quite a lot, as the authoritarian dwarves prize it heavily but also offer absolute powers on who to pursue, wheras humans vary but generally are not as strict as dwarves. [KIDNAP:SANCTIONED_ONLY] for dwarves would be appropriate, allowing guards in fortress mode to sieze anybody and lock them inside a jail on grounds their leader dictated it to be so unless they are noble land-owner or otherwise indicted of a crime which can be given afterwards.

Humans on the other hand may have [KIDNAP:ONLY_IF_NO_REPRECUSSIONS] given that often they have a allowance to slavery, meaning that bandits might attempt to make you yield, strip you of your items walk you around the map on fast travel but the game offering you a olive branch of 'conveniently breaking free' in a wild animal attack will give you the opportunity to get away (providing you actually escape the armed guards and the creature they are fighting)

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  • Justice - Occasionally, positions with law enforcement may provide a quest based on intrigue (which you may or may not have supplied) to capture or kill retrieve a agent/bandit, the conditions being entirely up quest giver depending on the crime committed.
  • POW's - If your current civilisation is at war, turning in opposite members or local leaders of insurrections and other pseudo militaristic activity can be benefical to yourself, even if you are not quested to do so. The yielded unit would be taken by the player to the nearest jail house.

  • Ransom's - If they are not interested in you or the person supplied, ransoms and a rumor will be put out with the cost to 'safely' return the person. You might be saved by a high position friend, a family or childhood friend or not depending on your circumstances.

Goblin Civ & Goblin Bandits

These kind of groups with the right kind of tokens will take prisoners regardless of their political or judiciary status to trap within their towers or bandit forts, doing with them as they see fit.

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  • Goblins have full allowances on abusing their prisoners for entertainment and practical purposes, meaning that they will occasionally murder them instead out of personal interest, a failed murder can lead to the guard being injured, and the prisoner escaping on their own.

  • [KIDNAP:ACCEPTABLE/REQUIRED] to compliment [KILL_ENEMY:ACCEPTABLE/REQUIRED] would mean that possibly based on a number of a few factors, the goblins kill you if you don't yield, but capture you instead if you do depending on the current level of escalation. Your status incarcerated in the tower is also very disposable

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DerMeister

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Re: Adventurers paid and quested to kidnap yielded opponents.
« Reply #1 on: September 22, 2019, 07:49:42 pm »

Good idea. But needs some improvement.
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GoblinCookie

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Re: Adventurers paid and quested to kidnap yielded opponents.
« Reply #2 on: September 23, 2019, 04:15:29 am »

This is basically not much on what's already planned.
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FantasticDorf

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Re: Adventurers paid and quested to kidnap yielded opponents.
« Reply #3 on: September 23, 2019, 06:55:24 am »

This is basically not much on what's already planned.

I viewed it as a elaboration, not that these things wont happen, but more of how the player actually fits into all this world generation and offsite activity so that the villians aren't entirely in the background.
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GoblinCookie

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Re: Adventurers paid and quested to kidnap yielded opponents.
« Reply #4 on: September 23, 2019, 02:52:36 pm »

This is basically not much on what's already planned.

I viewed it as a elaboration, not that these things wont happen, but more of how the player actually fits into all this world generation and offsite activity so that the villains aren't entirely in the background.

Yielding and prisoners is a basic feature of the dev page.  It is not that I am against your idea, but that it does not appear to add anything on top of what the devs have already knowingly commuted to. 

The villains are generally supposed to be in the background.  The way things are going is vast criminal networks spanning continents.  The idea is that we fight the minions for a long time before we run up against the main villain.

That however raises the question of if the villains might have laws deliberately passed by corrupted governments to criminalize the main players activity. 
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Shonai_Dweller

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Re: Adventurers paid and quested to kidnap yielded opponents.
« Reply #5 on: September 23, 2019, 08:42:56 pm »

This is basically not much on what's already planned.

I viewed it as a elaboration, not that these things wont happen, but more of how the player actually fits into all this world generation and offsite activity so that the villians aren't entirely in the background.
Remember one of the villains IS the player. So you can kidnap and blackmail all you like in the foreground. It's just joining other villains' networks that's being avoided right now.
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