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« on: August 03, 2018, 02:39:10 pm »
I find it very unsatisfactory that all the current were-cursed people are completely casual about their current situation. not even any signs of lack of social interactions.
The whole interaction with the cursed individual should be more of a moral dilemma depending on the cursed individual's personality.
Maybe they are ashamed of becoming the thing that they once hated and feared, so when you interact with them they will be more timid or afraid of the player, fearing that they would be seen as merely a bloodthirsty monster who wished nothing more than to kill innocents mercilessly.(Which is how the player reacts to them anyways, by saying that they are a vile creature of the night and that you will slay them where they stand.). Perhaps to solve this problem there were-beast selves could be restrained and then trained? or the cursed individual could encouraged to force their will over the will of their curse?
The one-note-ness also could apply to the insane, where someone could have gone insane but if they where treated they may be able to regain some semblance of their previous life (although this might only make sense with the stark raving mad one).
But if someone who was cruel and has no regard for what others think of them and would have no problem killing people if they were a were-beast, then it wouldn't be much of a moral dilemma, I'd gladly smite them where they stand.
And maybe after you slay the horde of zombies, you could convince the necromancers to return to society and contribute to it as scholars and give up their necromancing, maybe they hadn't know that they caused the death of one of their family members, that should certainly make them sad and rethink something (if they value family maybe?).
And I know that psychopathy and sociopathy and their traits aren't things in the game, but they are generally the ones who are in positions of authority, relatively lots of CEOs, world leaders, police and reporters are like this but so are pilots, surgeons and special operatives. You wont ever be able to change their minds unfortunately. but I don't know what traits DF looks for to find the leaders, or if it even cares.
With bandits and criminals, some may have just joined up out of fear of being on the receiving end of the banditry, others may have joined up because they were poor and had no other ways of sustaining them selves, others may have been looking to use the easy way to obtain wealth, and some may just enjoy being cruel. But the bandit leaders are the ones holding it together, if you would do this the easiest way with killing the least amount of people and solving the most amount of future problems, just killing the bandit boss would ideally be the solution. But i don't know if DF currently selects any random dude to be a bandit or the people with the right traits, same with the bandit boss and leaders in general.