[WIP] Good and Evil (Lawful and Chaotic)

Post » Thu Aug 23, 2012 9:35 pm

(Here's another thread requesting for your help / guidance / ideas and moral support to help push me through development.
Also, any modder is free to hack this idea into their own - just give credit where it's due, eh.)

DOH! It posted before I can write it.

Anyway, here's my idea.

At installing the mod, the player will have to choose between:
whether they will roleplay a "Good" or "Evil" character AND
whether they will roleplay a "Lawful" or "Chaotic" character

The gameplay will hinge upon the player adhering to or deviating from their chosen alignemnts.
Adherance to their chosen alignment will get them bonuses.
Deviation from their chosen alignment will get them penalties.

There will be 3 levels of adherance and deviations:
(These labels are temporary for now, but the consistent use of Steadfast, Strict, etc. helps with ease of labelling of the Magic Effects - in a UI perspective.)
  • (Normal/Standard) Adherence to good/evil/law/chaos
  • Steadfast Adherence to >alignment<
  • Strict Adherence to >alignment<
  • Deviation from >alignment<
  • Steadfast Deviation to >alignment<
  • Strict Deviation to >alignment<
There will be 6 effects in total.
With 2 effects active at a time: One for good/evil. And another for lawful/chaotic.

(Standard) Adherence to >alignment<
This simply means that over 2 days, the player has adhered to their chosen alignment. Low-weight bonus will apply.

Steadfast Adherence to >alignment<
Steadfast Adherence to >alignment< means that the player has steadfastly roleplayed their alignment properly. Mid-weight bonus will apply.

Strict Adherence to >alignment<
Strict Adherence to >alignment< means that the player has truly made an effort to stay true to their alignment. High level of bonus.

As you can see, these levels of adherence occur over time. And as play goes on, the player will move from one to the other.
After 2 days of adhering to their true alignment, they will move into the Steadfast Adherence level.
After 2 days of being steadfast, they will move into the Strict Adherence level.
Strict Adherence level lasts until they deviate from their alignment.

(Standard) Deviation from >alignment<
Deviation from >alignment< is when the player acts contrary to their alignment.
When good, they will feel guilty. When evil, they will feel grump(ier).
Regardless of alignment, they will feel that something they've done is not right.
Subconciously, this will have an affect on their character. ALL bonuses (regardless of level) will be removed and they will be replaced with low-level penalties.
This phase lasts for 2 days.
If they deviated again at anytime during these 2 days, they will slide further into the Steadfast Deviation level.
Otherwise (i.e. they stayed true to their alignment), they will move into Test of Character phase.

Test of Character
For the next 2 days, no bonuses or penalties are applied. If the player deviated at anytime during this phase, they will return to (Standard) Deviation level.
Otherwise (i.e. they stayed true to their alignment), they will move back into (Standard) Adherence level.

Steadfast Deviation from >alignment<
This lasts another 2 days of roleplay test. Mid-weight penalties will apply.
Again, if the player fails to stay true to their alignment, they will move into the Strict Deviation level.
If they pass, they move into the Test of Character phase.

Strict deviation from >alignment<
This lasts 2 days also. High penalties will apply.
Deviation after those 2 days will result in the player's alignment switching.
Staying true to their alignment, will move them into the Test of Character phase.

Summary (in point form)
Adherence
  • (Standard) Adherence to level - 2 days. Low-weight bonus.
  • Steadfast Adherence to level - 2 days. Mid-weight bonus.
  • Strict Adherence to >alignment< level. High bonus.
If the player deviates from their alignment, they enter the (Standard) Deviation from >alignment< level immediately.

Deviation
  • (Standard) Deviation from >alignment< level - 2 days. Low-weight penalty.
  • Steadfast Deviation from >alignment< level - 2 days. Mid-weight penalty.
  • Strict Deviation from >alignment< level - 2 days. High penalty. If the player deviated at anytime inside this 2 days, their alignment is switched.
If the player fails to stay true to their alignment at the end of any of the Deviation levels, they will slide down to greater Deviation levels.
If they succeed in staying true to their alignment, they enter the Test of Character phase.

Test of Character
2 days. No bonuses or penalties.
If the player stays true to their alignment, they will return to (Standard) Adherence to >alignment< level.
Otherwise, they enter the (Standard) Deviation level.

Summary (verbose)
If the player stays true to their alignment, they will move up the Adherence levels every 2 days.
However, any time they deviate from their alignment, they will move down into the Standard Deviation level.
At the end of each Deviation level, they will move down to the next Deviation level IF they failed to stay true to their alignment.
However, if they managed to stay true, they will move into Test of Character phase.
Their alignment switches after 2 days of being in the Strict Deviation level.
After 2 days in the Test of Character phase, the player will return to the Standard Adherence level IF they managed to stay true to their alignment.
Failure will return them to the Standard Deviation level.

Conclusion
Well, That's the system.
I have the CK and the Script all set-up for it moving up and down the Adherence and Deviation levels.

What I need
Your thoughts about the system.
And, more importantly, HOW and WHAT to track for good/evil and lawful/chaotic actions.
To be honest, I have a small list of HOW and WHAT to track.
But I'm interested to see HOW and WHAT you guys would like.
I've queried the general public on the Good/Evil natures of Daedras and Aedras already: http://www.gamesas.com/topic/1405676-are-all-daedra-evil-and-are-all-devines-good
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Penny Flame
 
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Post » Thu Aug 23, 2012 8:32 pm

Bump! ('Coz I posted before I finished the post, the first time around. Also, I'd like to take this 2nd post - for edits and additions.)

Also, I've not yet mentioned what the bonuses and penalties will be.
But I want this mod to be the "partner" of my other mod, Professions.
The bonuses/penalties in Professions were increased/decreased Health, Magicka, Stamina totals.

Good and evil will bonuses will be increased Health, Magicka, Stamina regeneration.
Penealties will be decreased Health, Magicka, Stamina totals.
I want the bonuses to be truly rewarding - forcing the player to consciously choose actions befitting their alignment.
And I want them to feel the loss of those bonuses after they've deviated from their alignment.

Also, because they can mix and match both sets of alignment, I want the player to stop and think on the consequences of their actions in-game.
For e.g. A Lawful-Good character will need decide whether killing an NPC, an evil act, outweighs the completion of a quest, a lawful act.

Also, it's looking like the normal gameplay in my good/evil list is an evil act: kill everything/everyone and loot as much as you can.
So, it'll be harder to play with the good alignment.
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jessica sonny
 
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Post » Fri Aug 24, 2012 10:02 am

Don't like the system. At all.

In the real world, (and in D&D, where the Law/Chaos and Good/Evil alignments originated) you don't get bonuses for continuing to be your chosen alignment, nor penalties for going against your alignment.. Unless you believe in karma (Real World) or are using a class that prohibits certain alignments (D&D, such as Monk (Always Lawful), Druid (always neutral in some form) or Paladin (Always Lawful Good.))

In fact, I can see an instance (or multiple) where RPers choose how their characters will start out, and then have something happen to their character in-game that gives them a change of heart. If they're using that system, that means they continue by adding stricter penalties to their own character... just because an evil person no longer feels like they want to be evil.
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Greg Cavaliere
 
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Post » Fri Aug 24, 2012 8:52 am

Ah, the good old days of playing MUD's. Choose your alignment and stay in it or "bad things happen".

I actually agree with the guy above, there shouldn't be a bonus for maintaining what you've choosen to be - standard adherence. No one's going to give you a pat on the back because you didn't kill that chicken.

There should be penalties for deviating from your norm, of course, and what you've outlined sounds reasonable.

Classifying the how and what to track is difficult. Some are straightforward, ie; joining the DB/TG is evil, joining the Companions/Mage guild is good. But at some point you'll get down to the details of a somewhat poor game design such as having to play Brynjolf's game (bad) just so he'll tell you where the ratway is for you to find the old guy (which is in fact, a good act).

In fact, how would you even classify the entire MQ? Is it good? Is it evil? Not a factor? Again, you're going along saving the world from the big bad dragons and boom, now you have to give some crazy guy a transcribed elder scroll so he can bust open a box that turns out to be a daedric lord's game in disguise.

You may have to keep it up at a high level - if you're "good" then killing people not in an enemy faction is bad, killing docile creatures is bad, stealing is bad, and so on. If you're "evil" then doing the quest at the Temple of Mara might be a poor idea.

I don't envy you this task. There's literally thousands of choices/decisions to make in the game.
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Anna Beattie
 
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