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Found 3 results

  1. RPG's generally have a several ways party NPC's are done: - Blank slates. They have no personality and are basicly mercenaries with no meaningfullinteraction... OR you build the whole party yourself - Characters have their own personality and agendas. Now I've seen a few promising kickstarters that try to combine this by having personaltiy traits in character creator that affect how a NPC reacts to certain situations.. However, this is not about that. This is about the amount of influence the PC has over the party. Sometimes it seem they have too much influence - being able to sway any party member to their POV. Sometimes it seems that no one else seems to have any influence on them except the player. that is something I want to avoid. Basicly I desire a party that feels real. NPC's that influence eachother (you say no, the other party member sez yes, the NPC likes him more than you and he does it), have their own agendas and thoughts and aren't there just to be the PC's underlings, or mouthpieces for something.
  2. The purpose of this survey is to show whether you would like to deep relationships in the game or not. This survey relates to such things as romance, love, fear, recpect, frendship or pure hate. It is not about whether the individual components as will or will not apear like "Do you like romances in games" or "do you like friendships in game". It's about WHOLE influence system as one of the game mechanics. We not talk about adding romances etc. We talk about adding influence system even without romances. This topic is not written just to prove that you whant or don't like "romances" or "Sex" in P:E. It's about complex relationships, personal motivations and complexity of human nature. For a perfect example for this system is Alpha Protocol and in some ways Neverwinter Nights 2 system (but not so good in my opinion). In AP we have complex system where friendship or respect will grant you some benefits but also If someone HATE you it also will grand you some benefits (but completly diftent) My goal is to demonstrate Does the complicated relationship like "Enemy that respects you" or "Party member is planning to murder you". It's obvious to me that if you are playing as "lawful good" and you have party member that is "Chaotic evil" then his will always disagree with you and his hate for you will grow day by day will somday will betray you when you least expect thrusting a dagger where it hurts hardest. In other han if you play as "Chaotic Evil" a paladin from your team might jump to comclusion that "World is better without you" and atack you. Im waiting for you answers An please by nice
  3. I would like to see a more explicit effect of skills in dialog making during the game, better than in Planescape for example. When i have to choose dialogue options i would like to see more options according to my intelligence, wisdom, charisma and even strength (intimidation), or even, to make many role playing skills very useful such (examples from D&D and AD&D): 1. Knowledge, Local History (Ancient History) 2. Knowledge, Occult/Arcana 3. Wilderness Lore 4. Intimitade 5. Diplomacy And in help of those that english is a secondary language, a parenthesis indicating the nature of your answer would be awesome, example: 1. (Rude) 2. (Polite) 3. (Sarcastic) 4. (Moronic) 5. (Lie) 6. (Sad) 7. (Happy) *** What do you think?
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