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TheFrozenRaven

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About TheFrozenRaven

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  1. So here is my idea. (and before I start I don't believe the game creators actually have the resources to make this idea put here it goes ) I thought it would be cool if sometime beginning of the game you would meet the evil boss (or whatever to call the big end-fight opponent) and that he offers to let you work for him. Here you have a few choices: Decline your offer and work for against him with the good guys. Accept and become his loyal right hand. Accept (a lie) and work undercover for the the good guys. Accept but pretend decline and then work undercover for the evil guys instead. In both the scenarios where you character work for the gad guys you get the opportunity in the end to betray and take over the evil plan yourself. This way the game would be build up by two different story-lines but offers very different role-playing opportunities. As an undercover agent you would have to make sure not to raise suspicion and still live by your moral code (or lack thereof). You could even incorporate opportunities to redeem/corrupt the evil master / good master.
  2. Ok, so I was curious about what kind of plot, scenes, choices, characters you would like to see from the story in this game? Do you have a creative idea that you wish you could put in this game?
  3. Ok, haven't read all the other post but here i go... I really liked how the pocket plane from BGII was something entirely unique for your character with it's own mysterious functions and I fantasied how you could put stuff there, build stuff and put people there. As I see it the stronghold should have meaning for the overall story. What if it was build on top of some mysterious energy source the main character had found and needed to protect (or wanted to abuse)? This energy source could have it's own mystical impact on the stronghold for good and bad. It could also be something else put I like it to be more than just a place where you build stuff and put people (even though that's still awesome). I know this idea is vague but it really depends on the story the game designer have in mind whether it's actually meaningful.
  4. I think it might be hard to make it worth the effort. But it's still a very nice idea. One way I could see it work would be to make different background stories that doesn't depend on class or even race necessarily. That way you simply choose the one that fits best to your character. But for it to make a difference it should have an impact on the game any or all of: Small bonuses. such as skills, starting money or reputation. Certain extra options. For example, if you started as a sailor instead of choosing between saving the your drowning friend or stopping the evil sea creature that stole from you, you can do both.
  5. Another way to punish/reward alignment is to allow/improve certain of the players abilities depending on the players moral choices. I'm talking about a system similar to the renegade/paragon system from Mass Effect or the Dark/Light side system from Knights of the Old Republic. I think the advantage of this system is that you always have a incentive for (role)playing your "alignment". But it has the same disadvantage. You ALWAYS have an incentive. Therefore the few times your evil character wants to make a good choice you will get punished for it in the sense that you miss out on points to boost those evil powers of yours. Still this could be fixed be fixed by making the these light- and dark-side abilities available no matter how much you strafe to either side and making sure they're still useful even if you haven't "upgraded" them. This way you also won't have the problem of a character taking the middle way, since that way he will have to equally powerful abilities instead of one very powerful and one very weak ability. Of course the theme doesn't have to be evil vs good. It could be lawful vs chaotic, a combination of all for or something entirely else. Still, if the game designers choose to run with this option I think they should still make sure that the evil/good choices have a meaningful and equal appeal for each choice other than the boost in abilities.
  6. One of the things i believe felt artificial in games like Baldur's Gate II was how all the people in the town was standing still (except for moving a few feet once in a while). In a big city I expect there to be much more people in the streets and i expect most of them to be moving from some point to another. So my idea was to always have a random amount of people walking (maybe some even running) around from one end of the party's field of vision to the other end, possible stopping a minute at the local merchant. This would really make the big cities feel authentic for me. Still I know this might take some work and compared to the gain it might not be worth it. So what do people think?
  7. I think the most natural way to build the game would be to use include the one kind of choice for one quest and another type of choice for another quest. In one scenario/quest the character has several choices both with pros and cons such as Ninjamestaris post nr 27 with the life-draining orb. For another scenario/quest the character could have a choice where all choices has different advantages or penalties each representing different moral. Examples on these to scenarios could be: To save a friend or stop an enemy from escaping (possible returning to do more damage than just killing your friend). To use a one-use magic item to boost your own power or restore the health of a village (who in turn reward you with an old powerful magic item etc). In any case i agree that you should have concrete choices with different consequences, where you don't feel one type of choices rewards/punishes you less in the long run (but i like the idea that moral choices APPEAR to have lesser rewards/consequences).
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