General Category > Plot and Game World
GH2: Reacting to the PC's Actions
Joseph Hewitt:
As further part of GH2's slimming campaign, I plan to remove the personality traits Sociable/Shy, Passionate/Easygoing, Cheerful/Melancholy and Pragmatic/Spiritual. They were not a good mechanic for measuring the PC's actions and have not been fun to play. Of course, we do need some mechanic for measuring what the PC has done so that NPCs can react to it.
Before I give my new ideas, I'll review the variables which currently do affect NPC reactions:
Reaction Score: That green bar on the interact display; it indicates how much the NPC likes or hates the PC. Since most of the other values on this list factor into this score it can be used as a good proxy for everything else.
Renown, Lawfulness, Heroism: These three traits affect reaction score, and in certain cases may be checked independently.
Motive, Attitude, and Relationship: These values describe the NPC's relationship with the PC, meaning that most NPCs won't have them at all.
Faction Affiliation and Level: Faction affiliation comes into play most often when seeking a job. Faction level doesn't come into play often, but it probably should- faction members of lesser rank should show greater deference to a high-ranking PC.
So that's that. Now, a system for reacting to the PC's actions must satisfy a number of conditions:
1) It should be concise enough that it can be incorporated into most personas. The trouble with a big system with loads of variables is that it means you have to check a whole lot of special cases every time the PC interacts with anyone.
2) The player should know how they earned their reputation. That's one of the problems with the personality trait system- nobody knew what they were doing to get the reputations they had.
3) The feedback should happen rapidly.
Here's my new idea: A series of "virtues" like in Ultima IV, where the player will frequently be forced to choose one over another. I put "virtues" in quotation marks because some of these aren't exactly what you'd call virtuous... they are, though, things that most cavaliers aspire to.
Fellowship: The principal virtue of Shonen manga. Being a good friend, aiding your companions, and forgiving your enemies (so they can join your team).
Protection: Defending the innocent, or even the not so innocent. Protecting your homeland.
Justice: Punishing the guilty. Destroying corruption and evil.
Glory: Not taking crap from anyone, general badassery. Seeking personal gain.
There's an interesting article on the morality of action manga here: http://io9.com/5490323/to-protect-and-kill-morality-in-action-manga
Hopefully it's clear that these four "virtues" will not always be in agreement. Your have your enemy cornered, and they wish to surrender. Dost thou accept the offer to protect lives on both sides or dost thou justly trounce the knave? When dealing with NPCs only your top virtue will be counted (usually). If that's Glory, then your character will be treated as a glory-hound with all the advantages and disadvantages that entails... it may be easier to get missions, but harder to get help. There should be fairly well-defined reactions for all four types.
In the initial lancemate quest, returning the stolen artifact to the cavalier could be an act of Fellowship while keeping it for yourself would be an act of Glory. The thief's motivation could be expanded on, so they will be killed if they don't provide the artifact- in this case, helping the thief make the delivery could be an act of Protection.
What do you think about this? Are there any virtues missing, or would you change them around a bit?
One additional thing that can be done with these virtues: They can be incorporated into the core story's choice system. At the moment, the dramatic choice suffers from being somewhat un-choice-like... What about if we have four general paths through the game, one for each of the virtues, plus a fifth "path" for people who either don't have a specific goal or who wander all over the place? This would give some structure and meaning to the choice mechanic (more than it has now, anyhow), would make your choices have an effect on the game world beyond the core story, and might provide a nice unifying motif for everything.
RadonPlasma:
I've only just now skimmed this, but I like what I see. I never really dug the score-based rep thing, either. Allowing the PC to honor a central tenet of their character through their overall choices would be a refreshing change.
magic.coding.fairy.peridot:
Maybe one way to test the system is to think about whether it leads NPCs to react appropriately to some archetypes the player might aim for?
* The Dread Pirate Roberts: should inspire terrified obedience from civilians, arrest attempts from police, respect and fear from other pirates. Glory-hound, strong in support of his crew, but outlawed.
* The Mad Scientist: should inspire skepticism, fear, torch-bearing mobs. Maybe a glory-hound, maybe not; probably an outlaw.
* Mother Theresa: should inspire respect and admiration. Possibly a glory-hound (look at how self-sacrificing I am!) but if played straight, big on Protection.
* Judge Dredd: fear, possibly respect, depending partly on how lawful the NPC is. Big on justice, not so much the others.
* Chairman Mao: fear and/or respect depending on how people feel about the ideals of the revolution (or depending on their place in the new revolutionary order). Justice, I suppose?
* Robin Hood: respect from the poor, fear from the rich, arrest attempts from the police. Justice/Protection, though in this case justice and the law are in conflct.
* Sherriff of Nottingham: respect from the rich (or at least its semblance), fear from the poor. Justice, arguably, and Glory.
* Sonny Bono: should probably be respected by everyone who he isn't crusading against. Justice/Protection, some Glory.
One thing that strikes me is that it might be valuable to have a formal Outlaw status (or maybe one per polity? Just because you broke Rishiri law doesn't mean AOL wants to arrest you). This mechanic worked in Morrowind; if you were seen to break the law, the police would be after you. If they caught you you had to pay a fine or go to jail (which eroded your stats badly); if you got away there were thieves' guild members who could clean your record for a price (necessarily less than the price on your head). In GH's context, the separate polities might have different rules, but in most all it would take to become an outlaw is breaking a law once. (This is as distinct from how much a faction likes you.) If the price on your head gets high enough they might start sending bounty hunters/police officers after you wherever you are; you might also have to watch out if other polities have extradition treaties. Mechanic-wise, this gives pirate actions a distinct price in money and inconvenience, and it's more transparent than faction liking. It can be clarified by having wanted posters appear on job boards and in the news. (Not just pirate actions either; if the Rocket Stars send you on a covert sabotage mission to Rishiri and you get spotted, you could be outlawed there.)
Joseph Hewitt:
These virtues would be replacing the deleted personality traits- Sociable/Shy, Passionate/Easygoing, Cheerful/Melancholy and Pragmatic/Spiritual. Only the highest ranking virtue would count- a PC with 30 points in Justice and 10 points in Fellowship would be treated as a Justice-type PC. The other traits, which are not being deleted, modify the meaning of this chief virtue. Outlaw status will still be covered by the Criminal trait.
The idea here isn't to create a universal alignment system. The idea is to create an alignment system specific to this setting and the role of the PC therein.
Here's a more detailed overview of the system. I've split "Protection" into "Duty" and "Compassion"- more about that in a sec.
Acts describes how you can gain in this virtue. An act only nets you points if taking an alternate action would benefit a different virtue. For instance, all cavaliers will fight their enemies, but you only get points in Justice if you choose to start/continue a fight in defiance of Fellowship, Duty, Compassion or Glory.
Carrot: How to motivate a character of this type. Actual rewards may not vary much, but the NPC making the offer will emphasize these details.
Stick: How to push the character's buttons.
Fellowship
Leader
We are all cavaliers, no matter which side we're on.
Acts: Aid others, fair play
Carrot: I need your help
Stick: Friends in trouble
Justice
Crusader
Evil should be punished, and the innocent protected.
Acts: Fight enemies, aid the innocent
Carrot: The chance to fight your enemies
Stick: Enemy gets away with it
Duty
Soldier
You must honor your contracts and aid in mutual defense.
Acts: Follow orders exactly, keep your end of a deal
Carrot: Promotion, city defense
Stick: You have failed
Compassion
Peacekeeper
It's better to solve conflicts without violence.
Acts: Resolve conflict peacefully
Carrot: People will die!
Stick: People die.
Glory
Badass, Magnificent Bastard
Make sure that they remember your name.
Acts: Benefit self at expense of others
Carrot: Money and other material rewards
Stick: Lose stuff, get ripped off.
Virtues and the core story: The choice system should be reworked so that for any situation, the PC has several choices, each of which corresponds to one of the virtues. For instance, if your mentor was killed, your choices may include to track down the killer (Justice), to discover and complete your mentor's project (Duty), or to take care of your mentor's other students (Fellowship). You should always be able to choose the same virtue you chose last time, though not all virtues may be available from all story states.
Virtues and factions: Each faction will have a single core virtue which describe its nature. If your PC's core virtue aligns with the faction's core virtue, it may be easier to get missions from them and faction rewards may be increased. Here's the layout I have planned:
* L5 Alliance: Duty
* Comet Metalworks: Duty
* Silver Knights: Compassion
* Aegis Overlord: Duty
* Pro Duelist Association: Fellowship
* Privateer Guild: Glory
* Hoeller Industries: Duty
* Blades of Crihna: Justice
* L5Law: Compassion
* Free Commerce States: Duty
* Rishiri Dominion: Duty
* Bohemian Collective: Duty
* MUGL: Fellowship
* Rocket Stars: Fellowship under Vannis, Glory under Jondi
* Red Mask Raiders: Glory
* Aegis Space Force: Duty
Note that the virtue is what the faction expects of its operatives, not necessarily what it practices as a whole. Also note that there's no correspondence between the virtues as described above and the lawful/criminal or heroic/villainous traits: The Blades of Crihna have Justice as their core virtue. Why? They want to punish Rishiri and protect the asteroids. Other people might not think that their version of Justice is a good one, but that's the way they see things.
Duty is pretty much the default virtue for factions, especially governments and corporations.
plllizzz:
well, limiting factions to a single virtue describing them would be kinda wasting potential
for example Pirates should be represented by a combination of Glory/Fellowship while the law forces by Justice/Duty
also, for fractions like Aegis, a virtue of 'Pragmaticism' - getting the best possible outcome disregarding the sacrifices - could be introduced
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