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Deviation Actions
If I were an NPC, I'd want a player character instead of a dog. They sleep and eat elsewhere (or not at all), don't need to be taken for a walk (just give them a goblin to play with), they are not smelly (even if they just crossed a swamp full of undead hydrae) and all you got to do is giving them some coin (which a game designer placed in your inventory) when they solved the task you gave them. Sometimes you can even send them to someone else for payment. You may even tell them you tricked them into work and refuse payment 'cause you are oh-so-terribly poor. As long as you don't withhold their experience points, they won't even eat your brains. All in all, they make marvellous pets.
Though, pets can be quite unnerving if they do the same all day. Dogs retrieve sticks you throw for them. Player characters retrieve stolen jewellry, your ancient family heirloom, or just a random number of, well, sticks. So what if you want a more interesting pet? Tell him so save the world? That's crap, you'll just get killed by the evil guy to motivate the player character. But there are different kinds of tasks to send them off with and still survive.
For an instance, send them off, then disappear into nothingness and leave the payment trouble to someone else. Your opponent in a certain quest, at best. The only important thing is not to leave them without a quest solution; they would pursue you and get your purse or your head, or both.
You're on the secure side when you just hint the quest stuff as a rumour to the player. Make them get you a bottle of good old wine, have a nice drink and rant drunkenly about that treasure hidden in some old ruin or in the house of another NPC whom you would wish some decent thieving. Even if this is not the whole task, it's a good start: When players need to do something beforehand to get the real quest, when they do something and find out there's more behind (like a dump of rotting corpses in the basement of the NPC's manor) they're more likely to run after the stick you throw them.
Sometimes you can even get money from them. Put on the worst set of clothes in the game, wait by the roadside and whine about them evil robbers in the woods, or the baron who threw you out of your house. Money is only the usual part, of course. The true worth in this kind of quest is not the gold, but the fun when they slay the robbers or the baron, or get themselves some bruises while trying.
The annoying part is that you'll never get the really cool items which the player loots from their foes. Players always keep the good amulets and swords; if not, they'll be pissed. So make them choose: The item they are to fetch, or a good deal of money instead; or a different item. Whatever they take, they will feel it's worth even more as is truly is, as they choose and paid. It might get even more worthy when they have to do something evil to gain it. Truly evil. Others must loathe them for the deed, and not talk and trade with them any more.
Always a nice distraction are curses. Be it a cursed object which they shall find - or which they stumbled upon, what a coincidence! - or a curse which their opponent in the quest lays on them; it gives you a good reason to get them rid of the object and claim it for yourself. Still, they fulfilled the quest. Most likely, they needed the cursed weapon to do something awful which you didn't want to stain your own hands with, but you'll look like the nice helpful NPC until you're off with the amulet / sword / handkerchief of doom.
The most amusing and most content player character pets are those who never notice being pets at all. In the end you can even decide to let them know they've been a nice dog. But then, keep in mind you're an NPC, and worth some experience points if they want to whack you with their newly gained weapon.
~
More new rants on my blog. dracoliche.blogspot.de/
Though, pets can be quite unnerving if they do the same all day. Dogs retrieve sticks you throw for them. Player characters retrieve stolen jewellry, your ancient family heirloom, or just a random number of, well, sticks. So what if you want a more interesting pet? Tell him so save the world? That's crap, you'll just get killed by the evil guy to motivate the player character. But there are different kinds of tasks to send them off with and still survive.
For an instance, send them off, then disappear into nothingness and leave the payment trouble to someone else. Your opponent in a certain quest, at best. The only important thing is not to leave them without a quest solution; they would pursue you and get your purse or your head, or both.
You're on the secure side when you just hint the quest stuff as a rumour to the player. Make them get you a bottle of good old wine, have a nice drink and rant drunkenly about that treasure hidden in some old ruin or in the house of another NPC whom you would wish some decent thieving. Even if this is not the whole task, it's a good start: When players need to do something beforehand to get the real quest, when they do something and find out there's more behind (like a dump of rotting corpses in the basement of the NPC's manor) they're more likely to run after the stick you throw them.
Sometimes you can even get money from them. Put on the worst set of clothes in the game, wait by the roadside and whine about them evil robbers in the woods, or the baron who threw you out of your house. Money is only the usual part, of course. The true worth in this kind of quest is not the gold, but the fun when they slay the robbers or the baron, or get themselves some bruises while trying.
The annoying part is that you'll never get the really cool items which the player loots from their foes. Players always keep the good amulets and swords; if not, they'll be pissed. So make them choose: The item they are to fetch, or a good deal of money instead; or a different item. Whatever they take, they will feel it's worth even more as is truly is, as they choose and paid. It might get even more worthy when they have to do something evil to gain it. Truly evil. Others must loathe them for the deed, and not talk and trade with them any more.
Always a nice distraction are curses. Be it a cursed object which they shall find - or which they stumbled upon, what a coincidence! - or a curse which their opponent in the quest lays on them; it gives you a good reason to get them rid of the object and claim it for yourself. Still, they fulfilled the quest. Most likely, they needed the cursed weapon to do something awful which you didn't want to stain your own hands with, but you'll look like the nice helpful NPC until you're off with the amulet / sword / handkerchief of doom.
The most amusing and most content player character pets are those who never notice being pets at all. In the end you can even decide to let them know they've been a nice dog. But then, keep in mind you're an NPC, and worth some experience points if they want to whack you with their newly gained weapon.
~
More new rants on my blog. dracoliche.blogspot.de/
Translation Trouble
This rant may probably be uninteresting for all of you who don't understand at least a bit of German. Truly, I'm sorry. But I have to write this, because if I don't, I'm gonna puke when I'll next time see one of my favorite books screwed up by its German translation.
Actually I think that German translations are pretty bad since about the late '90s. They felt somehow better before that. More refined, respecting the author's intentions and the original story. Now they seem rushed.
I don't blame the translators, 'cause they need time to do a good job. A good translation isn't cheap, as I learned while proofreading game translations, or even
Choose your quest!
Among the countless differences between medieval chivalric novels and today's blockbusters there's one detail that makes me like the medieval stuff better, despite its romance and descriptions and blah blah all over. I confess that I like medieval stuff anyways, but still, this was strange to me until I noticed what I don't like in many modern movie protagonists: they are lazy, whining sissies who don't dare to breath until life forces them to do so. When they are given a challenge, they will run off to mommy aka their mentor character and tell them that they don't want to be challenged. Oooo, their life could change. They could be forced to
The Tale of the Shiny NPC
Once upon a time, I played a great mod of a great game. I found some typical modding mistakes - which I know 'cause I made them myself aeons ago, and later learned to do things right - but I was happy with the nice gameplay modifications and the stunning level design.
Then that NPC showed up. He was important for the story, and I was happy to free him finally, thinking I'd get some cool reward now, which means more power in both experience points and influence in the game world. But no, Mr. NPC had to show me how able he is and that he almost wouldn't need me. Darn it. Till this point, I had played the hero of a campaign, but now that guy to
Writer's Blog | Kick the 'tell' in 'Storytelling'
Thankfully, one of my fancies provides me with something to rant about: Among fantasy roleplayers, it is said that players spend more time talking about their characters than they are actually playing them.
Sometimes I experienced that's true (Yes, I'm guilty). And it's sad. It breaks with one of the most important principles of storytelling: Show! I deliberately leave away the '... don't tell', as it is easy to misunderstand the 'show, don't tell' principle in many ways, and I'm not going to explain it again. I also won't go into the psychological reasons for these actions; there are reasons anyways. Forget about them, and about writing rul
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I must say, if I was an NPC, I'd like to be one in Dungeon Lords.
All you do is sit cozily in your shop or house or take a nice walk in the calm parts of the woods while the character does all the work for you, and you don't even have to worry about getting killed; if you do get killed, the hero will resurrect you anyway, because whom else will he trade those neat spell scrolls with? Also, you get really good stuff from them. Like drake eggs. Also, you can get rid of that annoying neighbour or political rival in no time, just tell the pet they have stolen something/somebody from you, and the pet will go and kill everybody because of, like, a water bottle. Also, getting rid of vermin infestation in your cellar has never been easier with the pet.
Perfect. They have much better life than most people IRL
All you do is sit cozily in your shop or house or take a nice walk in the calm parts of the woods while the character does all the work for you, and you don't even have to worry about getting killed; if you do get killed, the hero will resurrect you anyway, because whom else will he trade those neat spell scrolls with? Also, you get really good stuff from them. Like drake eggs. Also, you can get rid of that annoying neighbour or political rival in no time, just tell the pet they have stolen something/somebody from you, and the pet will go and kill everybody because of, like, a water bottle. Also, getting rid of vermin infestation in your cellar has never been easier with the pet.
Perfect. They have much better life than most people IRL