"Good"-aligned areas, where do the evil go?

Helpful Hints for Both the Technical and Roleplaying Aspects of the Game

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NeOmega
Posts: 769
Joined: Fri Feb 17, 2012 12:13 pm
Location: Seattle

Re: "Good"-aligned areas, where do the evil go?

Unread post by NeOmega »

i know factions aren't really possible, (besides some wierd pig work around i read about), but perhaps a monster feat/ player token system could be a workaround?

basically, you get a quest token or guild token, that when in inventory, makes "monsters" spawned with the custom feat ignore holders of the token*. if a player kills a spawn with the custom feat, the token is automatically removed from inventory, to stop exploits.


* this is the tricky part, of course. perhaps a hidden sanctuary spell that doesnt break when in combat, with the monsters/guards/guild minions with the feat always rolling a 1 vs that spell?

for example, the token would provide a constant spell called "neomega guild protection", it would work as a persistant sanctuary spell that doesnt break with combat or action, with a dc of 2. spawns in the neomega guild hall would all be spawned with "neomega guild member" "malus" feat, which would cause them to always roll a 1 vs " neomega guild protection", essentially perpetully ignoring the guild members, or those who wish not to kill the interior of an allid outpost/fortress/castle/guildhall.

killing a spawn with "neomega guild member", or opening a locked chest or door in the "neomega guild area" would "complete" the "quest", meaning you lose the "neomega guild token". this would be to stop people from exploiting it by killing their own members that just stand there and ignore them while they cut them down, or loot their own guild hall every 6 hours.

back in the days of cloakwood lizardman grinding, (which seemed to be pretty ooc for a lot of the chars there, but, whatever), i had the idea of rolling up a malar worshipping protector of the lizardmen. i had technical limitations, because 1) the lizardmen would attack me too or 2) to make that negligible, id have to be level 12 or so, which would make my character a griefer, and not a fun enemy to PvP with.

it would just open a ton of ic, pvp without having to have drama, holding hilts, glaring menacingly, making threats, etc.... ...and i think deep down, people want more conflict with each other, it's just hard to find without going to the fai and starting a fight.

i personally love the thrill of walking around with undead or monstrous humanoids, because of the possibility of KoS PvP. It heightens the excitement. imagine killing guards and soldiers in an amnian camp, knowing that a character with the "amnian guild token" might show up. whether you advertise on scrye you are there or not is up to you.
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