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Author Topic: anti-villains...heros? adventurers? other?  (Read 1190 times)

Lestrage

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anti-villains...heros? adventurers? other?
« on: December 08, 2018, 05:39:01 am »

 8) So if the game will be generating villains by procedural generated mechanics, I wonder if there is any requirement and viability for anti-villains.

If there are people who scheme and design bad things to happen, is there any space for people who ... scheme and do good things? or counter villains is some way? would they uncover plots?

Would opposite of villain be 'hero' or adventurer? or a character with lots of power but is good and is motivated to do good things? I guess I'm thinking of sort of character that keeps world from falling apart.

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Arthropleura

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Re: anti-villains...heros? adventurers? other?
« Reply #1 on: December 08, 2018, 06:33:42 am »

I think it mostly comes down to which side you support. If you have a bunch of people scheming against a ruler you consider a "bad guy" then the schemers in this case would be your good guys. Dwarf Fortress doesn't really have Good or Evil so the definition of Hero and Villain is largely one of perspective.

As for uncovering plots and the like, I think that would be the responsibility of whatever relevant authorities exist. Hearthsmen would be a good candidate for investigating plots against the local and civ government.
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Sver

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Re: anti-villains...heros? adventurers? other?
« Reply #2 on: December 08, 2018, 12:37:54 pm »

Well, there are some obviously evil potential plotters, such as demons, necromancers, vampires and, to a lesser extent, bandits/criminals (judging by the Toady's presentation, criminal plots are reasonably less genocidal). Possibly, even night trolls.

And we already have various worldgen adventurers, including beast hunters and mercenaries, notably so. I agree that it would be good to see them being utilized by local governments against such supernatural threats.
« Last Edit: December 08, 2018, 12:39:46 pm by Sver »
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