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drifting nonviolently  XML
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Mark Phillips


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Joined: 1969.12.31 00:00:00
Messages: 2179
Location: Watsonville, CA
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It's super easy for violence users to drift their alignments. To drift positive, go kill monsters, like arachnids, deathsuckers, lawyers or landlords. To drift negative, kill anything else.

Characters with Roles can use their Skills: actions like Healing, Stealing and whatnot will cause drift along with gaining exp.

It's currently quite difficult for non-violent characters below level 10 to drift. You can Donate, Recycle, Trash, Bandage. I think that's really the complete list. This makes it really very tough to drift to +1000 to Convert to Good or -1000 to go Evil, which in turn makes it difficult to gain certain Roles which are alignment-specific.

Suggestions appreciated. What other actions can the peaceful use to drift, to be able to Convert?

This message was edited 4 times. Last update was at 2021.12.26 22:32:24


Bartle quotiet: E80, A67, S47, K7. TriadCity characters: Mark, Poobah, Occam, Abelard.
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Meghan Culber



Joined: 2019.12.01 00:00:00
Messages: 96
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Isn't the general idea that socially positive actions cause positive drift, while socially negative ones do the opposite? Healing is positive, Backstabbing is negative? Obviously granted a somewhat off-kilter idea of what's socially positive, like killing lawyers and landlords. (I guess if it's good enough for Shakespeare...)

If that's right, maybe we can suggest more positive/negative actions which don't require skills. How about mentoring newbies? can you track that somehow? How about giving higher-level kit to lower-level characters, like the way Chiensha and Moorea give anti-gravity stuffs to newbies? (I guess it could be hard for below-10 characters to get that stuff...) How about adding below-10 characters to your apartment ACLs, so they can stash their gear without having to rent inn rooms? Maybe loaning them strength gear so they can carry more loot from McDougal's Cave without having to go back there over and over? Maybe you could get positive drift for things like leading newbies to places they should know about, like St. Simon's pillar, or the Learn Skill teacher, or the winery?
Lisa Chau



Joined: 2003.06.02 00:00:00
Messages: 563
Location: Kalaheo, Kauai, HI
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I have some ideas that are kind of related:

1. Trade RPs for full drift. We can already trade 10 RPs to reset drift to 0. Add the option to reset to 0, +1000 or -1000, your choice.

2. Give RPs for more things. For example let forum administrators (me) give a player one RP as reward for an especially useful, insightful or helpful forum post.

3. Hide caches of RPs in the game world(s) where they're difficult to find. This'll be an incentive for Explorers, especially once the Explorer Role is formally ready.

4. Make a big pot of RPs one of the after-game prizes in the Dungeon world.

5. Let players give each other their RPs, like how we can transfer Dinars to each other now.

I would especially like to give RPs for outstanding forum posts. I've noticed that the more active the forums, the more new players join. I think people like to see that the games are active.

Thanks!

This message was edited 1 time. Last update was at 2022.01.02 12:56:23


Chiensha, Moorea, Vicodin, Xanax, Zoloft.
Mark Phillips


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Joined: 1969.12.31 00:00:00
Messages: 2179
Location: Watsonville, CA
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Spiffing RPs for useful forum posts is interesting!

So is stashing hard-to-find RPs around the game world. It would be a form of quests.

We actually already do have a big pot of RPs as one prize for completing the after-game puzzles in Dungeon. There are other interesting things too, including very good lightweight armor and +int and +con kit for leveling. This makes Dungeon itself a kind of epic quest for TriadCity players.

I'm wondering though if we can find more nonviolent in-game actions which would cause drift organically. An example not yet mentioned is bringing water to the dry wells in Capitoline, which will causes positive drift. The problem there is Capitoline is dangerous below about level 15.

There's lots of room for providing assistance to the Elf refugees in Barmalindar. How about donating food, blankets, etc.?

What about smuggling supplies to the Elf prisoners in Mabaj Bot Ob? It could be just dangerous enough to require excellent Flee skill.

An idea that's kicked around for a long time is having NPCs offer jobs that are like mini-quests. An Evil character lurking around the Black Bridge could offer Dinars to take messages to dead-drops in NW; fulfillment would drift negative.

Bring food to St. Simon?

Bartle quotiet: E80, A67, S47, K7. TriadCity characters: Mark, Poobah, Occam, Abelard.
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