Slaves to Armok: God of Blood / Re: NEW IDEAS
« on: July 21, 2001, 11:20:00 am »
I do hope for your sake that you aren't claiming that trademark, or eventually the real whole world and its dog (tm) will hunt you down.
Is the sword just kind of hovering around in the heavens waiting to waste you when you trigger it, or are you strapped to a table? The first one is a sort of curse, the second is just a crappy situation to be in 
Yeah -- cursed items can be nasty. In addition to the more item specific things (melding, not being lost), you could really have an item do just about anything untoward... slowly transform the wielder into a kobold -- the item might not even be cursed in any other way, and the user could drop it if he or she is willing to part with it (the item might otherwise be very snazzy). Most users would probably wait until they've become six inches shorter and are slightly hairy.
Tracing bad luck items... like the Monkey's Claw I suppose. As with many things in a computer program, tracking data wouldn't be difficult here -- I'd set it up something like this:
The game must decide at some point to bring about a terrible happening, either when the user makes a wish, or just at random, whatever. When an unfortunate event is generated, its nature and the recipient can be recorded in a list attached to the item. This will work even for slow insidious curses, since the luck biases they create will result in certain bad events/rolls which can be recorded on the list. This list can grow, and the game can use the list to generate a legend -- the game would also need to keep track of the general movements of the item and each time it changed hands or was lost, just to make the story more interesting. As long as this kind of data isn't kept on every leaf and stone in the game, it is very plausible to do it. In fact, these kind of stories were planned to be the backbone of the "high score list" (the game will generate legends about important players which will permeate future games). These legends will also be written by the program from lists of important events. The most challenging task is making the prose of the stories without having them sound completely stilted and piecemeal.
You don't know how getting a mate would be accomplished in the game? Try flowers!!! This is going to be fun to write -- I'll have to get enough women around me to make sure I don't introduce a bunch of masculine gender biases, but your player (male or female) will have to get a mate in the regular way. It should be an adventure in and of itself -- and might require a real one if the person you're going after is sufficiently picky! There was a thread on the other board discussing "the usual method" so we don't need to go there again
Anyway, yeah -- I think it would be cool to become your heirs if you want to. The game is going to need some kind of time abstraction code, so if you die before your heir is of age to play, the game can advance the universe if you like. On the other hand, if you play the mother/father until death from old age, the heir would already be established -- since you deserve a lot of credit for getting them there, I don't see a problem with allowing the user to jump in and play a powerful heir if they want to.
[ July 21, 2001: Message edited by: Toady One ]