spectre
03-17-2008, 10:05 PM
Seems like it's a rip-off from the TES series at first, but bear with me, since I believe JADE can do better than that. Remember the stronghold qests from Baldurs Gate2? How about something that combines the best of the two worlds.
Given that JADE will be extremely vast and open-ended, I think it is more or less an imperative to give the PC a place where s/he can, at the very least, spend some time in relative safety, store items, etc. Maybe not exactly settle down, since we are roleplaying an adventurer, but something of a base of operations seems a nice enough idea.
Of course, it is just the minimal function, as it opens a potential for such a number of quest seeds, that is simply too vast to ignore.
A few ways of doing this:
One way of thinking about the character's retreat, haven, or whatever you choose to call it, is as a sort of business establishment. Of course, it may well boil down to being a source of income, but it actually could make some of the character classes come alive, specifically the merchant, but not only for them.
Imagine what does a cleric character do in ADOM, technicaly speaking he's a warrior/spellcaster hybrid, that has to sacrifice once in a little while to retain his or her class abilities. Well, the praying is there, but where's all the preaching part of the profession? I think a chapel would greatly help such a character to come alive, as opposed to, say, a paladin.
As you can see, I'd like these havens to be class-specific. So, the thief gets a guild, a bard gets a place to perform, a farmer gets a tavern, a warrior gets a stonghold, etc.
But that's limiting, in a sense that you'll always know what you get. That's why we need to expand this.
Some havens would work for more than one class, obviosly, in theory a warrior CAN run a tavern as well as the farmer, and both a wizard and the merchant can run a thieves guild effectively. The question is simply to get 'round to it.
There are nonetheless havens that work for almost any character class, so while there should be one or two for each character class, they should be available to all given certain prerequisites are met, and most importantly, whether th PC character allows for it:
For example, consider a bandit's outpost, or an illiegal gambling den. Such places are naturally fit for N to C characters. On the other side of the spectrum we have Watchmen and Sherrifs posts, which naturally tie themselves to the L characters.
So what else can we think of, beside business establishment. Another way of dealing with it, would be to wi the favor of a community (or a single NPC), so that it accepts you as your own. Whenever you drop by, you are sure that they'll greet you, and at least give you a place to stay. Examples of this would be, say a truope of wandering artists (could be a circus) whom the PC helped once, a wandering salesman, saved from the bandits, or an old sage, who'll enjoy your company from time to time.
Oh, you might notice that some of these ideas require the PC to remain stationary for some time. This is intentional, but not always desirable, and there are ways around it, say you leave 'business representatives' in your stead to run your establishment, and send yo a message should direct attention be required.
Making it all complex:
So yeah, the basic idea is o provide something more than just a place to store phat lewt, and maybe a source of income.
First of all, havens are a potential source of followers (and I do not man exclusively recruitable NPCs). It is a vast world out there, and as the NPC gains fame, skill and experience, people will notice. If you are a competent warrior, there's bound to be guys out there inspired by your deeds, seeking guidance, training, or maybe willing to 'hang around'. Will you oblige? Drive them away? Abuse them?
Second of all, havens are sources of quests. Some may be related to the place itself (like the good ole: the castle you bought came with a debt list long as your arm. It' also quite disused, since the goblins used the well as a crapper and all. You shoul know it now that it's yours, squire), but not necessarily. Since the stronghold is now the official 'establishment' of an accomplished hero, it is logical that people (farmers, kings, fathers-of-maidens-in-distress) will come to ask for help. That's a nice turn, so that instead of running 'round the towns looking for 'quests', the adventure for once will come a-knocking at your own door.
Third of all, haven is a source of trouble. It is tied to the above, but I chose to differentiate it, just for the heck of it.
Consider, even if the PC is a living saint, sometimes poop happens, and you make enemies. The logical way for them would be to strike at the PC through his or her haven.
And it's not limited to only - you did me wrong, so I'll come and siege your castle. Thieves guild might take notice of all the things in your stores, your followers might get in trouble. Yeah, there are possibilities.
As to the possible break and enter into your haven, the PC should be able to make precautions to reduce, or even eliminate the possibility, otherise it's just a PITA. Locking doors, followers, traps, remote location, all this adds to security.
So, the run-down, I'll elaborate on them some other time, and a ot of them is quite self-explanatory:
(o)Mercenary Outpost (Caravan Guards?)
(o)Bandits' Den (Cave or an abandoned keep)
(o)Watchman's post (in a city or a village)
(o)Huntsman's Cabin (in the wilderness, but reasonably close to settlements)
(o)A circus that moves from town to town
(o)A shop, anything from a smithy to achemist
(o)Thieves/Smugglers Guild
(o)Chapel/Monastery. (Cleric/Paladin/Monk specific, I guess, but I'd say high piety characters shouldn't be forbidden)
(o)A wandering merchant's wagon
(o)Tavern/Bothel. In the city, or next to a frequently used route.
(o)Keep/Castle
(o)Dojo/Fighter's Guild.
(o)Sacred Grove/Hermit's retreat.
(o)Abandoned Tower
(o)Disused Catacombs (for Necromancers, or the goth-minded)
(o)Theater/Bardic Circle
Given that JADE will be extremely vast and open-ended, I think it is more or less an imperative to give the PC a place where s/he can, at the very least, spend some time in relative safety, store items, etc. Maybe not exactly settle down, since we are roleplaying an adventurer, but something of a base of operations seems a nice enough idea.
Of course, it is just the minimal function, as it opens a potential for such a number of quest seeds, that is simply too vast to ignore.
A few ways of doing this:
One way of thinking about the character's retreat, haven, or whatever you choose to call it, is as a sort of business establishment. Of course, it may well boil down to being a source of income, but it actually could make some of the character classes come alive, specifically the merchant, but not only for them.
Imagine what does a cleric character do in ADOM, technicaly speaking he's a warrior/spellcaster hybrid, that has to sacrifice once in a little while to retain his or her class abilities. Well, the praying is there, but where's all the preaching part of the profession? I think a chapel would greatly help such a character to come alive, as opposed to, say, a paladin.
As you can see, I'd like these havens to be class-specific. So, the thief gets a guild, a bard gets a place to perform, a farmer gets a tavern, a warrior gets a stonghold, etc.
But that's limiting, in a sense that you'll always know what you get. That's why we need to expand this.
Some havens would work for more than one class, obviosly, in theory a warrior CAN run a tavern as well as the farmer, and both a wizard and the merchant can run a thieves guild effectively. The question is simply to get 'round to it.
There are nonetheless havens that work for almost any character class, so while there should be one or two for each character class, they should be available to all given certain prerequisites are met, and most importantly, whether th PC character allows for it:
For example, consider a bandit's outpost, or an illiegal gambling den. Such places are naturally fit for N to C characters. On the other side of the spectrum we have Watchmen and Sherrifs posts, which naturally tie themselves to the L characters.
So what else can we think of, beside business establishment. Another way of dealing with it, would be to wi the favor of a community (or a single NPC), so that it accepts you as your own. Whenever you drop by, you are sure that they'll greet you, and at least give you a place to stay. Examples of this would be, say a truope of wandering artists (could be a circus) whom the PC helped once, a wandering salesman, saved from the bandits, or an old sage, who'll enjoy your company from time to time.
Oh, you might notice that some of these ideas require the PC to remain stationary for some time. This is intentional, but not always desirable, and there are ways around it, say you leave 'business representatives' in your stead to run your establishment, and send yo a message should direct attention be required.
Making it all complex:
So yeah, the basic idea is o provide something more than just a place to store phat lewt, and maybe a source of income.
First of all, havens are a potential source of followers (and I do not man exclusively recruitable NPCs). It is a vast world out there, and as the NPC gains fame, skill and experience, people will notice. If you are a competent warrior, there's bound to be guys out there inspired by your deeds, seeking guidance, training, or maybe willing to 'hang around'. Will you oblige? Drive them away? Abuse them?
Second of all, havens are sources of quests. Some may be related to the place itself (like the good ole: the castle you bought came with a debt list long as your arm. It' also quite disused, since the goblins used the well as a crapper and all. You shoul know it now that it's yours, squire), but not necessarily. Since the stronghold is now the official 'establishment' of an accomplished hero, it is logical that people (farmers, kings, fathers-of-maidens-in-distress) will come to ask for help. That's a nice turn, so that instead of running 'round the towns looking for 'quests', the adventure for once will come a-knocking at your own door.
Third of all, haven is a source of trouble. It is tied to the above, but I chose to differentiate it, just for the heck of it.
Consider, even if the PC is a living saint, sometimes poop happens, and you make enemies. The logical way for them would be to strike at the PC through his or her haven.
And it's not limited to only - you did me wrong, so I'll come and siege your castle. Thieves guild might take notice of all the things in your stores, your followers might get in trouble. Yeah, there are possibilities.
As to the possible break and enter into your haven, the PC should be able to make precautions to reduce, or even eliminate the possibility, otherise it's just a PITA. Locking doors, followers, traps, remote location, all this adds to security.
So, the run-down, I'll elaborate on them some other time, and a ot of them is quite self-explanatory:
(o)Mercenary Outpost (Caravan Guards?)
(o)Bandits' Den (Cave or an abandoned keep)
(o)Watchman's post (in a city or a village)
(o)Huntsman's Cabin (in the wilderness, but reasonably close to settlements)
(o)A circus that moves from town to town
(o)A shop, anything from a smithy to achemist
(o)Thieves/Smugglers Guild
(o)Chapel/Monastery. (Cleric/Paladin/Monk specific, I guess, but I'd say high piety characters shouldn't be forbidden)
(o)A wandering merchant's wagon
(o)Tavern/Bothel. In the city, or next to a frequently used route.
(o)Keep/Castle
(o)Dojo/Fighter's Guild.
(o)Sacred Grove/Hermit's retreat.
(o)Abandoned Tower
(o)Disused Catacombs (for Necromancers, or the goth-minded)
(o)Theater/Bardic Circle