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Bedlam

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Posts posted by Bedlam

  1. To be completely honest, I've never much cared for 'evil' alignment in games, because I've yet to play a game where the evil path hasn't been way over the top. Though I guess the same can be said of 'good' alignment too. Usually, when I try and play evil, I completely ignore most of the immoral dialogue in favor of appearing as a good guy, having my name chanted by orphans and maidens, and generally being a swell guy; at least, a swell guy up until the end of the game where I gib my party and ascend to Godhood and take over the world. So like previous posters have stated, I'd much prefer a bit of subtlety when it comes to being an evil mastermind rather than the 'I'm going to kick that puppy, set it on fire, and then hurl it at small children because I'm evil and my mother didn't hug me enough.'

  2. I think it would be cool for your home/stronghold to be an inn. At first it could be a dive, simply having a couple crappy rooms, one of which is yours. As you do quests you could recruit a bartender, cook, serving staff, musicians, etc. and you could expand it, adding the requirements for the various hirelings, bar, kitchen, stage, more rooms, etc. As you expand it, each companion could get his own room with personal touches, you could begin attracting customers, earning an income, and even attracting quest giving customers. Depending on your character you could develop it in specific paths, each path giving different bonuses or quests. Maybe develop it into an upscale inn, earning more of an income, or maybe a gathering place for adventurers, with rumors of dungeons and adventure, or you could develop it as a front for the criminal underworld, running illegal gambling or learning of new areas to rob, or caravans to plunder.

     

    I find in games where a house is simply a place to store my loot, I don't go back often, or even put much effort into the place. If it is actually some sort of hub of activity and gives me a reason to return, then I will.

     

    This I could dig. Plus, an adventurer and an inn goes hand-in-hand.

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