PlaneShift

Gameplay => Wish list => Topic started by: RayvenD on August 31, 2006, 01:26:49 am

Title: curses
Post by: RayvenD on August 31, 2006, 01:26:49 am
i was rping with a few friends last night and i told them about planeshift. anyway we came up with the idea of curse - quests. the idea was that a character would be cursed and would have to find the cure for said curse. the curse would affect how the character could behave within the game, for example the character could contract lycanthropy which would make them change into a wolf etc on attacking and losing the weapons and armor they would normally have (onviously not gaining werewolf type super-skills). Or the characters could get a curse making them unable to handle steel for example. anyway this was just somehting that we talked about and i thought i'd drop the idea in.
Title: Re: curses
Post by: dying_inside on August 31, 2006, 11:48:15 am
Hmm, the idea of  the Lycanthropy curse is  good, but I'm very unsure of  the whole "loose your items"  thing. 
Curses are usally thrown by a lich or mage or somone who dabbles in the dark arts, and is not the most powerful of spells.  So therefore  when magic is introduced to the NPC's,  this may cuase a little bit of chaos and disruption when your constantly loosing your heavy plate armor and silverweave short sword because that Enkidukia Lich on the Oja road just cursed you to turn into a weretefu and now you run rampant through the lands without control of your own actions then waking up in your natural form to find you have no items and this will happen until you  can find a cure.

See what I'm getting at.
Maybe some small items?
I'm unsure how it  would work. But generally people wont like losing their special items because of an out of control undead kitty....
Title: Re: curses
Post by: RayvenD on August 31, 2006, 06:41:59 pm
I didnt mean losre the items completely i meant that whilst you were a were-whatever you would lose the advantages of having those items if you understnad what i mean?
Title: Re: curses
Post by: dying_inside on August 31, 2006, 08:46:43 pm
Ooooh right. Sorry for the misunderstanding.
yeah that works. Though how you would go about lycanthroping some of the animals in planeshift would be kinda hard I think.... Wont be as simple as following  the werefolf style thing, but I think it would be interesting to see if what people could come up with.
Title: Re: curses
Post by: Farren Kutter on August 31, 2006, 09:02:04 pm
I'm not sure if the devs like the idea of lycanthropy or even vampirism. Though vampirism is being RPed a lot, especially lately it seems, I think lycanthropy would be way out, especially with the fact that I'm not sure there are wolves in Yliakum at all...
Title: Re: curses
Post by: RayvenD on August 31, 2006, 10:13:59 pm
lycanthropy was just 1 example. I just thought the idea of curses as quests would be a good one. It'd give more scope than the usual 'hey do you wanna be a blacksmith' type quests. You could be cursed in any way really, the fun would be trying to find the cure, i think you could have some really interesting quests, and it may encourage RP if you had to find rare items and were forced to talk to other characters in order to locate or purchase them.
Title: Re: curses
Post by: dying_inside on August 31, 2006, 10:40:05 pm
Well... a curse to slowly turn undead?
This means maybe that your character could literally change who it is if you dont get the cure in time.
Like  your dexterity  drops alot, but your health hightens dramatically  in return and your not allowed into places like hydalaa because  people think your a monster. The death realm or some other sort of towns populated by the unseriables of yliakum would be the places you go to be served etc.
Just an idea.
Title: Re: curses
Post by: Mindari on September 03, 2006, 11:03:49 pm
i dont understand how you can have undead in a world where death doesnt truly exist. if some 'necromancer' announced he planned to raise someone from the dead i would point at the most recent person to walk out of the death realm and laugh ;p
Title: Re: curses
Post by: Karyuu on September 03, 2006, 11:14:42 pm
The Death Realm is a mysterious and dangerous place - "peasants" or normal people do not escape it at all. Our characters do because they are supposed to be "heroes" and smart geniuses for whom the dark god relented. You shouldn't roleplay death as if it's nothing - just because it's nothing at the moment due to an incomplete game doesn't mean that your characters should feel as you do.
Title: Re: curses
Post by: RayvenD on September 04, 2006, 12:20:31 am
i agree with karyu there, who's to say that there arent a lot of lost souls wandering around us when we embark upon our heroic escape from the death realm, the pit for example seems quite a scary place in my opinion. to be honest when i made this thread i was thinking of curses such as ' a pox on ye for mocking an old woman' type gypsy curses, this could make you so physically repulsive that no npc would actually talk to you instead shunning you for fear of catching your disease (obviously not much of an issue at this moment in time ;P) but i think if it was done well curse quests may encourage ppl to break the usual habit of digging all the time or killing ppl in the arena, maybe it could be used to force characters to explore more places than outside of the magic shop and inside the arena, who knows somebody me even visit oja at some point (laanx forbid! - sarcasm) i'd just like to see quests with more to them story wise than 'do you want to be a blakcsmith' or 'why dont you go and get this for me?.' maybe it was a stupid idea, i dont know.
Title: Re: curses
Post by: grenkar on September 06, 2006, 01:05:12 am
I really like it.  I think it could develop a very intensely real role play environment.  The only matter is coming up with the means to develop it into the game.

I personally don't think that curses should be restricted to NPC's.  Maybe someone with a very high level of magic could use a simple curse.

And a question for any very serious roleplayers: What is the difference between a curse and a hex.
Title: Re: curses
Post by: Mindari on September 06, 2006, 01:28:33 pm
"A curse is the effective action of supernatural power, distinguished solely by the quality of adversity that it brings"

"The curse" is a term for the original sin of Adam and Eve in the Christian religion, and a slang term for menstruation.

"German people, including the Pennsylvania Dutch speak in terms of hexing (from the german word for witchcraft), and a common hex in days past was that laid by a stable-witch who caused milk cows to go dry and horses to go lame. . "

"The tradition is also called hex or hex work, or Speilwerk in Pennsylvania Dutch; its adepts are hexenmeisters. The tradition of Hex signs painted on Pennsylvania barns in some areas originally relates to this tradition, as the symbols were pentagrams thought to have talismanic properties; though many current hex signs are made simply for decoration."

"The deliberate levying of curses is often part of the practice of magic"

"Most established religions forbid such practices outright"

so if you are german or dutch, its a hex, otherwise it it a curse ;p
Title: Re: curses
Post by: dying_inside on September 06, 2006, 02:12:21 pm
Question
Would curses  be dealt with like  full term spells which dont have a ending point only a sulution to them, such as a cure or death.
Eg: Cursed to turn into a block of wood until a mighty wizard comes and castes  Olabaalonga on you and turns you back into your nice Enki self.
Or would they be temporary set backs such as your character is stopped from healing naturally for an amount of time.
Or would there be both ways?

Title: Re: curses
Post by: RayvenD on September 06, 2006, 04:53:11 pm
I guess i was talking more of the temporary detrimental factors to your character til they found a way to break the curse. but if it was added to the game it'd really be up to the devs i guess.
Title: Re: curses
Post by: Mindari on September 06, 2006, 06:12:25 pm
you mean like "weakness"? ;p
Title: Re: curses
Post by: RayvenD on September 06, 2006, 08:40:22 pm
not in the slightest. i didnt mean that the curses would be like spells, i meant that they would be like quests. you talk to an npc who curses you, you lose some abilities (for example you cannot hold a sword) you find the cure and the curse is removed. is that clearer?
Title: Re: curses
Post by: dying_inside on September 06, 2006, 09:50:58 pm
Hmmm, I dunno the idea of talking to an NPC  and getting cursed seems a little bland to me.  No offence or anything, I just think it might add somthing if you got cursed whilst in combat or somthing, then you have to fight for survival and escape whilst working to track down a cure.

Bear in mind that i am in no way discmissing the idea of  being cursed  by a person in a quest. it could even be  just one part of a quest, but I think that the idea of talking to several NPC's randomly and then they curse you is a little  uneventful as a starting point in some respects.
Title: Re: curses
Post by: RayvenD on September 06, 2006, 09:54:56 pm
it wasn't as simple as 'hello harnquist' 'aha you've been cursed!' i was thinking of it in a story sense, ie you have been sent on a quest to find something for a mean old woman, when u give it to her it is not right for her spell so she curses you to live your days with the pox until you find something to fix the curse. if it was a bad idea then sorry, just people don't seem/want to understand.
Title: Re: curses
Post by: Farren Kutter on September 06, 2006, 09:56:32 pm
I think it would be better if you could get the curse from strong monsters and really strong mage players, and would have to seek a cure from NPCs and do a quest to get it.
Title: Re: curses
Post by: Siteri Kidachi on September 07, 2006, 03:22:46 am
Of course, you should also be able to fight the NPC that cursed you afterwards if you want.
Title: Re: curses
Post by: morgondor on September 11, 2006, 08:35:27 pm
eheh :p i know something... why not let players curse other players too  ;D
i mean you could insert a 'wiccan' law just this once  :)

Ever mind the Rule of Three, Three times what thou gives return to thee. This lesson well, thou must learn. Thou only gets what thou dost earn.


means: don't do things that you don't deserve to do or you will regret ( in game this could mean the caster could suffer too if the victim didn't deserve it. I don't know if it is possible to check that with AI or something but  if AI wouldn't work you could do it based upon the stats or skills of the caster and it could backfire instead)

other possible curses :
the snail curse  :P you suddenly move as slow as a snail ^^
or region curse ( a strong spell with a big backfire if it doesn't succeed which will curse a town or city)
e.g. pestilence clouds ( makes the inhabitants or people who pass by have a disease that cuts their stats and let's them get worse and worse until healed by lifting the curse, this could happen in a temple )
or a transformation curse (as stated before i know :) but i have another idea, toads ^^ easy victims for passing merchant carts :p or food for little stray dragons ^^
 
Title: Re: curses
Post by: Jauffre Martin on September 12, 2006, 11:33:11 pm
I think a kewl idea on the topic of curses would be disease. Monsters bite you, you go 'urgh' and fall ill, to be healed by potion (if you're rich) or quest (if you squeak when you walk). Also, think magic-oriented disease curses (like pestilence).
Another idea on the subject is to poision a weapon. Could be like curses or disease, or it could just be stat-affecting.
 :)
Jauffre
Title: Re: curses
Post by: morgondor on September 13, 2006, 01:54:03 pm
of course it's pretty powerfull  :-\
maybe too powerfull...
maybe to powerfull to put in glyphs...
i think it should be a rare scroll then because being cursed all day isn't really fun... especially if a gm is amusing himself  by cursing the lot  ;D
but little curses would be glyphs... also : keep in mind: decreasing stats temporary are curses too :) such as e.g. the weakling curse :p
or the sloth curse
and of course there can be a  little fun in it :p like special traits
such as e.g. a melt curse : 1) a spell makes your character like wax
2) uses a fire spell and he player melts to a pile of sludge :p

another idea is a decurse npc: helps you removing curses by a little fee :p
Title: Re: curses
Post by: Krann Omins on September 13, 2006, 03:39:25 pm
lemme see if i can make an example of the sorts of stuff that seems promising from what i'm seeing suggested:

Billy: hello hagable
Hagable Lechter: what do you want? I'm busy!
Billy: Hagable give me a quest
Hagable Lechter: don't even ASK me about quests
Billy: Hagable about quests
You Got A Curse.
Hagable Lechter:
I warned you, nolthrir not to ask such things
Now you will see what this misdeed brings

(Rhymes & stuff including hints for who to cure you like
"no doctor or shaman will cleanse you of this pox
your body its own prison, that only faith unlocks"
suggesting perhaps a cure relating to the temple... religious, faith... any event: hints...)

and the curse would be something like

Not healing naturally (or possibly at all)
Being unable to equip
Being transmogrified (i'm guessing into something immobile would be the most likely direction for this... i know i seen someone turned into a stuck rogue temporarily)
Being unable to get npcs to talk to you or being restricted in travels... (i think you'd still need to be able to talk to ones in the quest... unless (as i assumed for immobile) it could be cured by an item, thus making you seek the help of other player characters... restricted in travel, same idea but less likely until world were expanded, seeing as there is so little you can reach if banned from hydlaa [you can go where you are, where road leads or dr] which could work if the cure was in dr)

my opinon: Player curses? nah. roleplay em if you want em, but i don't see it being implemented if its anything like the above suggested curses-- maybe if it were just something like reduce charisma till they cure it,
Title: Re: curses
Post by: RayvenD on September 13, 2006, 08:34:02 pm
finally somebody got the exact same idea as i did. thanks for explaining it in a much clearer way kran.
Title: Re: curses
Post by: grenkar on September 15, 2006, 12:20:29 am
I think a kewl idea on the topic of curses would be disease. Monsters bite you, you go 'urgh' and fall ill, to be healed by potion (if you're rich) or quest (if you squeak when you walk). Also, think magic-oriented disease curses (like pestilence).
Another idea on the subject is to poision a weapon. Could be like curses or disease, or it could just be stat-affecting.
 :)
Jauffre

Disease! Great! and I like the sound effects.
Title: Re: curses
Post by: Rethius on September 15, 2006, 06:23:49 pm
mmm how about stat reduction? a curse that lowers your attack strength half way.. not real strength because then you'ed drop your stuff and thats just annoying ;P

But imagin just having your stats in battle cut so you do less damage, it wont be an out of control curse that will get on everyone's nervs, but it will be something that you would like to be cured as soon as possible less you like doing the same damage that clackers do....
Title: Re: curses
Post by: Krann Omins on September 15, 2006, 08:32:16 pm
a curse for selling a quest item maybe?--you have been sneaky, for the next ten [yliakkum] days [you spend ingame] you will be sneaking all day long
Title: Re: curses
Post by: Ithorius on September 15, 2006, 08:38:25 pm
lemme see if i can make an example of the sorts of stuff that seems promising from what i'm seeing suggested:

Billy: hello hagable
Hagable Lechter: what do you want? I'm busy!
Billy: Hagable give me a quest
Hagable Lechter: don't even ASK me about quests
Billy: Hagable about quests
You Got A Curse.
Hagable Lechter:
I warned you, nolthrir not to ask such things
Now you will see what this misdeed brings

(Rhymes & stuff including hints for who to cure you like
"no doctor or shaman will cleanse you of this pox
your body its own prison, that only faith unlocks"
suggesting perhaps a cure relating to the temple... religious, faith... any event: hints...)

and the curse would be something like

Not healing naturally (or possibly at all)
Being unable to equip
Being transmogrified (i'm guessing into something immobile would be the most likely direction for this... i know i seen someone turned into a stuck rogue temporarily)
Being unable to get npcs to talk to you or being restricted in travels... (i think you'd still need to be able to talk to ones in the quest... unless (as i assumed for immobile) it could be cured by an item, thus making you seek the help of other player characters... restricted in travel, same idea but less likely until world were expanded, seeing as there is so little you can reach if banned from hydlaa [you can go where you are, where road leads or dr] which could work if the cure was in dr)

my opinon: Player curses? nah. roleplay em if you want em, but i don't see it being implemented if its anything like the above suggested curses-- maybe if it were just something like reduce charisma till they cure it,

hmmm, I agree with this most, I mean, game curses will get annoying and old, no matter the magnitude, solution: rp it...
Title: Re: curses
Post by: Nerule on September 25, 2006, 02:47:33 am
I can see it now...:

Demon: *appears in purple smoke*
Enki: Hi!
Demon: Don't speak to me in that mannor, mortal!
Enki: Sorry, um, your frightfulness?
Demon: How dare you!
[font color="red"]Demon: The thin curtain between death and life;
Something that can be broken through scare and fright.
A spell apon you to show flesh and bone;
Unless a god is on your side you will be alone.
[/font]

Basicly an undead spell that makes you appear undead, which is just an ilussion. It hints that you have to go to a temple and pray. Though there should also be some NPCs that give out clues, something to give some use to all those useless NPCs you got there.
Title: Re: curses
Post by: zanzibar on September 25, 2006, 04:50:30 am
Spirit:  Stop duelling!
Player:  I wasn't duelling.
Spirit:  I told you not to talk back!
Player:  No you didn't, you just got here.
Spirit:  You did it again!  I curse you with silence!
Player has been cursed with silence!