Author Topic: morale/motivation  (Read 557 times)

Deddarus

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morale/motivation
« on: February 12, 2004, 07:10:59 pm »
ok..again this kinda ties together some previously mentioned ideas

players could have some kind of motivation/morale meter that would influence various stats (stamina drop rate, attack strength, charisma etc)

the meter would be effected by various influences dependent on race etc

eg races would have higher motivation in the following cases

1. They are in the environment they prefer (dwarves underground, elves in forests etc)
2. They are near to their homes (ie you are more motivated to fight a monster if its in your backyard and eating your sheep)
3. they have their desires fullfilled (dwarves have lots of gold, elves play musical intruments/hear music)
4. they are surrounded by friendly players (preferably of the same race)

etc etc

additionally this would provide a use for certain items/skills

eg

alchohol - increases motivation
skull on a stick (planted in ground near home) decreases motivation

etc etc

Draklar

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« Reply #1 on: February 12, 2004, 07:25:09 pm »
hmm...
\"elves in forests\" I\'m an elf, but I\'ve been banished from the forest kingdom... wouldn\'t feel so good in there... rather some dark, dungeon-like places
\"elves play musical intruments/hear music\" this rather wouldn\'t affect my char that much...
\"they are surrounded by friendly players\" like by adding random people to buddy list?
\"alchohol - increases motivation\" however decreases charisma, agility and so on...
\"skull on a stick (planted in ground near home) decreases motivation\" I shall bring death and destruction.... cheers for skulls on the sticks!

ya get my point? It all depends on character, you can\'t throw it on players just like that...
AKA Skald

Kixie

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« Reply #2 on: February 12, 2004, 07:38:04 pm »
yes i agree with drak. you cant make a standard on something meant to be rped.

Deddarus

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« Reply #3 on: February 12, 2004, 07:40:43 pm »
maybe then add to the character creation a list of desires

eg

choose prefered environment : forest, cave, sea, plains, towns

choose prefered race
choose prefered item

choose least prefered environment : forest, cave, sea, plains, towns

choose least prefered race
choose least prefered item


etc..this lets u embed your backstory into the game more as it will effect the way you play more effectively than just \'choosing not to go into the forest\'

gives your character likes/dislikes rather than you (as a RL person ) having them

Draklar

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« Reply #4 on: February 12, 2004, 07:50:02 pm »
ok, another problem: what if, for example, some elven hero tempted by the dark side, changes the sides he fights. He will change his desires.
Now will it be:
- not allowed, which will ruin roleplay?
or
-free to change so that someone that isn\'t roleplaying will just change it as it fits him?

and what if one char prefers more types of lands than another? and like above...
yes, I\'m picky ;)
AKA Skald

Deddarus

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« Reply #5 on: February 12, 2004, 08:02:15 pm »
ok.. ill start with the second point.. you could list all variables for like/dislike in an order of preference

now to the 1st point:

ok this is a little tricky but we could have some mechanism ingame whereby a player can gradually change their likes/dislikes

this mechanism could be based on time spent tneding to a like or even by doing an action towards the like/dislike

eg. player originally likes elves but dislikes dwarves, player repeatedly drinks ale with the dwarves (or socialises in some respect) player begins to like dwarves more

in fact..as i write this.. its seeming like a nice idea to rework it slightly and make it a socialising thing as follows:

at new character start

characters have a small tendency to favour the default likes of their race (as described on the races webpage)

characters can then choose their prefereences by a series of morale raising social events with their favourite races in their favourite settings

eg

player A is an elf and thus has a slight inclination to forests and elves

player A repeatedly gathers around a camp fire in a mountainous region with a group of dwarves during which they drink/eat/play music/etc

player A rarely socialises in the woods or with elves

gradually player A begins to dislike forests and eleves and to like mountains and dwarves

this allows the player to choose their preferences by their actions in-game without ruling out the possible storyline of a character forced to spend a lot of time in an unfavoured land (ie if player A has to fight in forests for some reason he will be fighting and not socialising therefore his liking for the environment will not increase)

Draklar

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« Reply #6 on: February 12, 2004, 08:21:03 pm »
hmm... 2nd point... I meant that one player could pick as many prefered lands as he wants.. or max number of them just because he wants to... and that would be unfair for player who picked only one land because of roleplay.

as for the rest: I\'d prefer to develop my character by myself, not system doing it for me.
and yes, a problem: what if someone spends a lot of time with dwarves to gain their trust so he could betray them later?
AKA Skald