Dwarf Fortress > DF Suggestions
Villian Missions - Corruptable player adventurer's
FantasticDorf:
A simple proposition, i sidestepped adding it as a question to the FotF thread on the basis it was very suggestion'y of itself regarding corruption mechanics, which i thought to extend to the players character interaction with villians.
The principle is that the player can be the orchestrator, antagonist or the agent of a plot for the benefits and intrigue that goes with being within that close to a powerful villian who will bequeath you rewards and riches for doing evil quests from the mundane to crucial plot driving actions like killing a specific obstructive person or persuading more agents to join your organisation from within a town.
Some triggering conditions
--- Quote ---> Must be approached by a fellow agent, or perhaps have a agent in your party that will attempt to broach the subject interrupting you while you sleep, the other party members will be unconciously sleeping nearby as to be unaware of your discussion.
> Defeat the villian, make them reveal their plot and prompt that you wish to join them where they'll join your party and ask to go back to their hideout if they aren't there already.
> Be defeated by the villian and yield, it is unlikely they'll let you live but they might be merciful if you accept the offer you'll have a mission to regroup.
--- End quote ---
To stop railroading adventurer's completely towards the path of a apocalptic event, there is always a way to fail the quest which might be considered 'neutral' or 'good' based on the context as to double cross or impede the plan of your master if not just revealing the plot publically or to important authority figures.
However if the villians plan succeeds anyway and its of any large scale, it is most certainly worthwhile to be on their side rather than against it when hordes of the dead, or wrathful newly crowned monarchs sends numerous assassins or depopulates a good chunk of the world in a act of revenge.
GoblinCookie:
The player is already supposed to be able to plot themselves, that I think was planned. I'm not so sure about the adventurer joining an existing plot though, it raises the issue of whether multiple plots of the same objective should be able to merge together.
FantasticDorf:
I meant in the context of joining the bad guys for a forseeable outcome or benefit just as a quest employer, but joining plots together I think would be mess without some kind of seniority succession, where you become the new plot organiser and the new collaborator a important agent with pre-recruited peeps.
Run some jobs for a necromancer, get a free slab of death apprenticeship and diplomatic immunity from the undead apocalpse you might be responsible for by helping them progress their plot as i alluded to in the latter half of the OP. Rewards as a mean of stringing you the adventurer along.
GoblinCookie:
--- Quote from: FantasticDorf on April 14, 2019, 05:36:33 pm ---I meant in the context of joining the bad guys for a forseeable outcome or benefit just as a quest employer, but joining plots together I think would be mess without some kind of seniority succession, where you become the new plot organiser and the new collaborator a important agent with pre-recruited peeps.
Run some jobs for a necromancer, get a free slab of death apprenticeship and diplomatic immunity from the undead apocalpse you might be responsible for by helping them progress their plot as i alluded to in the latter half of the OP. Rewards as a mean of stringing you the adventurer along.
--- End quote ---
Joining plots together is mostly needed only for when plots are able to become more than a few guys plotting, for pure underhand plotting having multiple redundancy is an advantage, but if you are trying to transform into something more like an uprising then joining together works.
The question is what happens if you are plotting against your own companions interests?
FantasticDorf:
Position or goal grabs typically are a form of uprising (usurpal from the rightful owner) if you can say that with villian goals, if its a singular artifact they want to steal, you can just deny it and pick it up/plot against the villian at a later date.
If its against your companions interests, when they find out they might try to attack you based on any number of variables, meaning you might want to pick up some more morally ambigious characters to take with you beforehand.
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