Author Topic: Superstition  (Read 1669 times)

Bguy

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Superstition
« on: April 13, 2009, 01:16:06 pm »
Superstition is part of society. It remains for long periods of time, even after it is proved wrong. It especially existed in medieval times, and the times after that. I think to make the game more believable, superstitions have to start going around.

I am NOT suggesting Game masters use their alts to spread superstition. That would be inefficient, and eventually die out, no matter how much it is spread. What I am suggesting is to implement very strange relationships in the coding, such as, when a fish is near you, you will mine better (I don't know what the coding for mining is, but I assume it is a percent chance, which could be increased by variable fish.), Or a knife near you increases energy depletion (they don't all have to be good.). WHen it is implemented, the developers would admit they exist, but not tell specifically what they are. This (I assume), will cause a wave of superstitions that people will follow, even if they don't actually do anything, such as, never carry four of anything, or spin around before a battle to make yourself stronger. There can also be race-based superstitions, like Krans make everyone around them less agile, and Klyros make everyone around them have less strength (and so on and so forth for each race.). This will make the game more realistic, because in real life, people wouldn't be accepting different races (and that is just skin color) even if they avoid showing it. Whether or not a lot of superstitions are implemented is not as important as announcing they exist, since I'm sure RPers are more than capable of finding out (or thinking they find out) some of there own.

Xillix Queen of Fools

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Re: Superstition
« Reply #1 on: April 13, 2009, 04:05:24 pm »
There is a book of superstitions in the library.

Irgendwer

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Re: Superstition
« Reply #2 on: April 13, 2009, 11:00:39 pm »
Uhm, superstition by definition does not require any mechanics to back it up. If there was something to verify a superstition, a piece of code or an empirical test, then that superstition would become certainty and thus cease to exist.

From the roleplaying point of view, there are no mechanics needed. Take me for example. My character strongly beliefs in that it means bad luck, crossing the way of a black cloaked roleplayer. For that reason, I never show up unarmed in the tavern and curiously I always find that superstition confirmed then.
« Last Edit: April 13, 2009, 11:24:08 pm by Irgendwer »

khoridor

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Re: Superstition
« Reply #3 on: April 14, 2009, 02:39:13 pm »
What Bguy is suggesting, as I understand it, is to add some PlaneShift specific and untold "laws of nature" to the game.
Well, some may already exist; players wouldn't know. Devs may pick up on that idea and we still wouldn't know.
I agree that undocumented rare effects and mechanic twists can be fun; yet they may lead to unnecessary bug reports (such as Mining Not Working Properly When Carrying a Fish).
Today, real bugs probably suffice, as a source of superstitions.    ;D

Rigwyn

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Re: Superstition
« Reply #4 on: April 14, 2009, 04:18:25 pm »

Perhaps you could spread your own superstition - ie. causually claim that mining while carrying a fish in your backpack will yield more plat  ;D

enderandrew

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Re: Superstition
« Reply #5 on: April 14, 2009, 06:42:09 pm »
Fish are nice, but if you want to turn your bad luck around, beer cures what ales you.
http://caamasi-disciples.com - A SW:TOR Republic guild focused on casual players who want to play "the Good Guy."