Author Topic: The importance of mayhem in a game.  (Read 437 times)

Fish

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The importance of mayhem in a game.
« on: October 12, 2003, 06:07:41 pm »
I have noticed a lot of thought on this board about cool places to visit, relaxing places to visit and game ambience.  All of this is very important but at this point I think it?s well scoped out.  There has been a lot of really great ideas on this.

However I think it?s high time we move over to the dark side.

The dark side isn?t just good monsters.  Even though monsters are crucial element to this game I believe there?s more to it.  We need to come up with evil hierarchies.  We need to come up with a plain shift version of deeply evil organizations.  They need to have intrigued deception and all the other fine traits.

I think it?s important to keep game play as a top priority when designing an organization.  There should be quests to foil plots.  There should also be quests that help the organization.  Some of them should be innocuous enough so that an unwitting good character would do them.

Each organization should have one or several main goals clearly stated in its charter.  This would start off as the basis of quests and adventures based on an organization.

So here is a way to construct evil organizations.

Organization Charter: this states the organization?s main goals and objectives.  Not all organizations are pure evil.  Some may only have one or two actually evil objectives.  It?s also important to state any front objectives that may hide them were evil back objectives.

Organizational hierarchy: who are the main players in this organization.  The simple or chart would probably work.

Member type: who do they recruit to do their dirty work.  They may also higher people unwittingly to make the organization look better than it really is.

Quests elements: how do player characters interact with the organization you thinking of?  You can even sketch a quests.

You can really pretty much do anything with this format.  The organization could be an organization of monsters, something akin to a player characters guild, were pure and NPC organization.
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Xandria

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« Reply #1 on: October 12, 2003, 06:36:52 pm »
This sounds very interesting, and would seem to complement a dynamic environment (which I want :) ).  As far as questing goes, NPC\'s could be part of these organizations, but it would be up to you to take their quest for the money (or other reward) or...take the quest so you could get a more important job, and perhaps turn against them and destroy the evil lords of that organization!!!  I like it!  :D

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