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septembervirgin

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Everything posted by septembervirgin

  1. What would be interesting is if the organizations moved something like social leviathans -- massive organizations composed of individuals with their own goals. The way an organization moves should depend largely on NPC behavior based on "perceived opportunity" and player character interaction; at least as regards leadership (inclusive of method and objective). Considering that the player character will be a motivating force of some power, perceived opportunities might be swayed by the player character's activities.
  2. I really don't know the OP well enough to answer this question thoroughly. Can the OP afford having a child with all of us? To be serious though I think that multiple generations might be good expansion or sequel material. I have often hoped to play a CRPG where the adventuring party (and several non-adventuring NPC) are the descendants of the adventurers in the original game. It would be trees chick! I can only shiver in horror over how much adding a single child to the game would cost on Kickstarter. Think about it, would you feel safe if one of the stretch goals achieved the entire Obsidian staff impregnating everyone on the bulletin board regardless of gender? Egads.
  3. I think the OP makes several assumptions based on personal "play aesthetic". We all do this to an extent. Heck, I hated Jaheira but wished that Ajantis had more dialogue and didn't die so awfully in BG2. If wishes were unicorns... I agree with the OP that there should be companions that are somewhat trustworthy -- like Xan, for heaven's sake, now there's a man anyone would want as a lieutenant.
  4. Interestingly enough, they've already stated that characters have souls. To interject the notion of a "soul's personality" or palpable elements of a soul, we must understand that alignment could exist, per se, and be interpreted culturally. Alignment may be a cultural phenomenon, but it could be (in this fiction of PE) an actual thing to sense and describe. I do not object to a society developing notions of good and evil. Should a culture find it helps them to describe traits they find dangerous as "evil" then so be it, if it helps them survive (or if they feel it helps them survive). I rather like the Runequest RPG notion of devotion to deities and runes. I eagerly await a new game set in Glorantha (even though this isn't it). I think that if there are indicators of deeds done, killing anyone might be evil -- but we should mete out story event by what is noticed. Rather than just flag the game that so-and-so died, also flag the player character (if they know they've killed someone) and any NPC with qualifiers on *what* they've observed or heard reported to them. A global observation/belief engine, if coded, might be unique and interesting. I do not think to see such a thing in this game. After all, two hundred grand in real dollars so we can play house is a bit much. Are they going to let us play Sims with that house and decorate it? Are they intending to include houses for each NPC for them to decorate uniquely to each game replay? How much more would a fancy-smancy NPC behavior and observation AI cost? Well, alignment might cost us all less.
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