Five Suggested Ideas
Oct 14, 2017 9:38:50 GMT -5
Post by Tule on Oct 14, 2017 9:38:50 GMT -5
[I'm so sorry, I'm trying to slim these ideas down into basic forms but if I go super crazy do feel free to whack me with a rolled up news paper. ( QwQ;)]
Table
[Haha... ha... I apparently think too much at work.(-x-~* ]
Idea I :: Guilds/Gangs
So an idea to allow characters to intermingle with each other in group settings; basically. I'm going to list-characterize these so I don't cluster-fumble-deatheverywhere after this blurb.
But the basic idea is, outside of specifics; that perhaps we could create a guild system (for colony members) and gang system (for outsiders) [separating them since the lore/plot itself says the colonies will never trust outsiders no matter what]. Now what I was thinking were that these guilds would be groups of characters that would come together and earn perks, the more characters that join; the better/more the perks. And these perks would be specific on that guild's/gang's specialty, such as a positive boost to, say; Strength for a guild that focuses mainly on Battle or Heavy-Combat type jobs.
The same would be for gangs, albeit since they are more or less rogue factions the Colonies don't really care about; they would be self-efficient. Meaning that instead of stat-boosts and/or IC rewards, they would have unique chances at getting surprise loot or perhaps some kind of IC benefit such as a high persuasion with NPCs. I thought it would be cool to differentiate them like that to make them more appealing to join/create.
That being said, mice of both sides could join both a Guild and Gang; but no more than one Guild and one Gang. Also- a colony mouse could create a guild but not a gang. An outsider could create a Gang but not a Guild. That kind of thing.
[li]Can be created by Colony Mice.
[/li][li]Looked well upon by the Colonies - Can gain support from the leader's home colony.
(ex. A Scout from the Wheatnose clan could be gifted with extra food supplies for an expedition, would only last as long as the Guild is powerful.)
[/li][li]Would have perks specific to the Guild's specialty.
(ex. A Guild of Fighters could have a +Str/Con bonus, A Guild of Crafters could have a +Int/Perc bonus)
(ex-2. They could also extend away from stats and give IC bonuses such as: A Thieves Guild could have a better tendency of hiding/grabbing higher quality loot. A Guardsman Troupe could be hailed IC and have free repairs to armors and weapons.)
[/li][li]The more mice that join, the more powerful the Guild. Therefore, better boosters.
[/li][li]Can be used as material for later plots (guildwars, guild-cooperation, etc.)
[/li][li]Could have Guild-specific quests (maybe?)
[/li][/ul]
[li]Can be created by Outsiders.
[/li][li]Ignored by the Colonies - Self-Sufficient.
(ex. They would gain no help from the Colonies, instead; they could create their own Black Market. Or something like that. "Insider Trading".)
[/li][li]Would have IC boosters.
(ex. A higher persuasion/intimidation chance of NPCs.
ex-2. A better eye for loot naturally. Protection through other allied gangs.)
[/li][li]The more mice that join, the more powerful the Gang becomes.
[/li][li]Can be used as plot-material or even quest material.
[/li][li]Could have shady quests galore.
[/ul]
I'll go into more detail on those if they don't sound too complicated or too meh. Just thought these ideas would give folks cool events to build their characters' classes along with their stories/plots. Yes/No?
II. Chain Quests
So this one might end up a bit complicated, maybe. But I can't help but think it would be really cool to see something with consequences not related to death or permanent maiming.
So for Chain Quests, it is literally that. Characters could take on simple quests that slowly but steadily build up and become harder as they go along. Kind of like when you play chain-of-event games like Dragon Age or Skyrim. It's pretty straight-forward but I thought, maybe; the end game rewards could be something revolutionizing. Like quests for a mad old rat result in hang-gliders/para-gliders beings made. Or, fending off an overly curious pup results a surprise visit from a Wandering NPC (of which I shall get to down below). It's all really based on the luck of the draw, how crazy you wanna make it in the end, and seeing just how far folks will go.
III. Wander NPCs
These guys, oh how I love wandering NPCs. They could be anything from a temporary super-badass ally to some random creeper who even more randomly just gives you the oddest trinkets. And they are outsiders (or are they?) so for the most part, they don't even interrupt the inner workings of the Colonies' NPC politics! I just thought it would hilarious to have some guys like these to pop into quest/adventuring/gathering threads for kicks-and-giggles. Who knows, maybe they might be able to help out with something? They might even save a mouse's life if that mouse gets on good terms with them~ (Of course that also depends on their own circumstances.)
[Ngl I made three of these guys in my head while I was working. I'll list them here to give a better idea as to what I'm talking about.
Whisper - A doe of an albino color, no one really knows who she is or where she came from. Covered in head to toe in a oddly eerie black cloak, most don't even notice her until she is right next to them. She speaks in odd riddles and doesn't seem very interested in staying around for tea. However! Those who spark her strange interest will find themselves given an odd bauble before she mysteriously disappears.
Old One-Eye - An old rat who has made himself a home outside the Wheatnose turf. He's a scraggly beast full of mats and bad teeth but any fighter could tell you he's good in a brawl. He doesn't mingle much with the Colony mice but there are times when he'll happen upon an exploration party from time-to-time. As a thank-you to the Colonies allowing him to live in peace so close, he often helps out if he sees Colony mice in combat. Afterwards he gives a curt nod and continues on his way (unless persuaded otherwise).
Nut Noot - An... estranged fellow of a mouse who, for better or for worse; decided to strike out from the Winterwhisker's home base. Now he is known as a mad-mouse scientist! Aka the one who talks mice to death or near-forces them to try out his new concoctions. He's an odd fellow and if he hasn't killed you yet with one of his experiements then he might just have a special task for you..! Beware though, everyone knows his 'chores' have taken more than a mouse's tail in the end. The graveyard can tell the tale for that...
My DM spirit went wilder with these guys but those are basic summaries. Even if you don't like the idea of wander NPCs, if you like any of these guys feel free to use 'em~]
IV. Quest- Hard/Easy Mode
I am going to be perfectly honest, this comes from my experience as both a DnD/Pathfinder player and DM. I've found that some DMs will just hand out paths left and right and let the player choose basic choices, while others leave out little details that could make the player's life so much easier. Personally, I'm a fan of the Hard-mode, where the players rely on their perception and skills to reveal hidden/shadowed paths and/or actions. Though that might complicate things, I just thought it would let folks have a little more freedom in their thinking/choices.
V. Class-Specific Quests
Remember what I did up above with the Guilds/Gangs? Almost the same thing here except focusing on the perks of classes instead of group consensus. Basically, I would think of it like... Story-mode for the classes? Those who aren't part of a specific class can still take other class quests, they just won't be as good at it (and they would need the person of that class they want to quest); but maybe if something like this were implemented, the victors could gain a stat point or maybe a class-specific kind of armor that'll help them? Like a super-sized bag for Horiculturists or recipes for Charcoal Smoke Bombs for Alchemists? Something of that nature. Hey who knows maybe it'll lead to some super imagination juices!
Table
- I. Guilds/Gangs
- ]II. Chain Quests
- III. Wandering NPCs
- IV. Quest: Hard-mode/Easy-mode
- V. Class-Specific Quests
[Haha... ha... I apparently think too much at work.(-x-~* ]
Idea I :: Guilds/Gangs
So an idea to allow characters to intermingle with each other in group settings; basically. I'm going to list-characterize these so I don't cluster-fumble-deatheverywhere after this blurb.
But the basic idea is, outside of specifics; that perhaps we could create a guild system (for colony members) and gang system (for outsiders) [separating them since the lore/plot itself says the colonies will never trust outsiders no matter what]. Now what I was thinking were that these guilds would be groups of characters that would come together and earn perks, the more characters that join; the better/more the perks. And these perks would be specific on that guild's/gang's specialty, such as a positive boost to, say; Strength for a guild that focuses mainly on Battle or Heavy-Combat type jobs.
The same would be for gangs, albeit since they are more or less rogue factions the Colonies don't really care about; they would be self-efficient. Meaning that instead of stat-boosts and/or IC rewards, they would have unique chances at getting surprise loot or perhaps some kind of IC benefit such as a high persuasion with NPCs. I thought it would be cool to differentiate them like that to make them more appealing to join/create.
That being said, mice of both sides could join both a Guild and Gang; but no more than one Guild and one Gang. Also- a colony mouse could create a guild but not a gang. An outsider could create a Gang but not a Guild. That kind of thing.
[li]Can be created by Colony Mice.
[/li][li]Looked well upon by the Colonies - Can gain support from the leader's home colony.
(ex. A Scout from the Wheatnose clan could be gifted with extra food supplies for an expedition, would only last as long as the Guild is powerful.)
[/li][li]Would have perks specific to the Guild's specialty.
(ex. A Guild of Fighters could have a +Str/Con bonus, A Guild of Crafters could have a +Int/Perc bonus)
(ex-2. They could also extend away from stats and give IC bonuses such as: A Thieves Guild could have a better tendency of hiding/grabbing higher quality loot. A Guardsman Troupe could be hailed IC and have free repairs to armors and weapons.)
[/li][li]The more mice that join, the more powerful the Guild. Therefore, better boosters.
[/li][li]Can be used as material for later plots (guildwars, guild-cooperation, etc.)
[/li][li]Could have Guild-specific quests (maybe?)
[/li][/ul]
[li]Can be created by Outsiders.
[/li][li]Ignored by the Colonies - Self-Sufficient.
(ex. They would gain no help from the Colonies, instead; they could create their own Black Market. Or something like that. "Insider Trading".)
[/li][li]Would have IC boosters.
(ex. A higher persuasion/intimidation chance of NPCs.
ex-2. A better eye for loot naturally. Protection through other allied gangs.)
[/li][li]The more mice that join, the more powerful the Gang becomes.
[/li][li]Can be used as plot-material or even quest material.
[/li][li]Could have shady quests galore.
[/ul]
I'll go into more detail on those if they don't sound too complicated or too meh. Just thought these ideas would give folks cool events to build their characters' classes along with their stories/plots. Yes/No?
II. Chain Quests
So this one might end up a bit complicated, maybe. But I can't help but think it would be really cool to see something with consequences not related to death or permanent maiming.
So for Chain Quests, it is literally that. Characters could take on simple quests that slowly but steadily build up and become harder as they go along. Kind of like when you play chain-of-event games like Dragon Age or Skyrim. It's pretty straight-forward but I thought, maybe; the end game rewards could be something revolutionizing. Like quests for a mad old rat result in hang-gliders/para-gliders beings made. Or, fending off an overly curious pup results a surprise visit from a Wandering NPC (of which I shall get to down below). It's all really based on the luck of the draw, how crazy you wanna make it in the end, and seeing just how far folks will go.
III. Wander NPCs
These guys, oh how I love wandering NPCs. They could be anything from a temporary super-badass ally to some random creeper who even more randomly just gives you the oddest trinkets. And they are outsiders (or are they?) so for the most part, they don't even interrupt the inner workings of the Colonies' NPC politics! I just thought it would hilarious to have some guys like these to pop into quest/adventuring/gathering threads for kicks-and-giggles. Who knows, maybe they might be able to help out with something? They might even save a mouse's life if that mouse gets on good terms with them~ (Of course that also depends on their own circumstances.)
[Ngl I made three of these guys in my head while I was working. I'll list them here to give a better idea as to what I'm talking about.
Whisper - A doe of an albino color, no one really knows who she is or where she came from. Covered in head to toe in a oddly eerie black cloak, most don't even notice her until she is right next to them. She speaks in odd riddles and doesn't seem very interested in staying around for tea. However! Those who spark her strange interest will find themselves given an odd bauble before she mysteriously disappears.
Old One-Eye - An old rat who has made himself a home outside the Wheatnose turf. He's a scraggly beast full of mats and bad teeth but any fighter could tell you he's good in a brawl. He doesn't mingle much with the Colony mice but there are times when he'll happen upon an exploration party from time-to-time. As a thank-you to the Colonies allowing him to live in peace so close, he often helps out if he sees Colony mice in combat. Afterwards he gives a curt nod and continues on his way (unless persuaded otherwise).
Nut Noot - An... estranged fellow of a mouse who, for better or for worse; decided to strike out from the Winterwhisker's home base. Now he is known as a mad-mouse scientist! Aka the one who talks mice to death or near-forces them to try out his new concoctions. He's an odd fellow and if he hasn't killed you yet with one of his experiements then he might just have a special task for you..! Beware though, everyone knows his 'chores' have taken more than a mouse's tail in the end. The graveyard can tell the tale for that...
My DM spirit went wilder with these guys but those are basic summaries. Even if you don't like the idea of wander NPCs, if you like any of these guys feel free to use 'em~]
IV. Quest- Hard/Easy Mode
I am going to be perfectly honest, this comes from my experience as both a DnD/Pathfinder player and DM. I've found that some DMs will just hand out paths left and right and let the player choose basic choices, while others leave out little details that could make the player's life so much easier. Personally, I'm a fan of the Hard-mode, where the players rely on their perception and skills to reveal hidden/shadowed paths and/or actions. Though that might complicate things, I just thought it would let folks have a little more freedom in their thinking/choices.
V. Class-Specific Quests
Remember what I did up above with the Guilds/Gangs? Almost the same thing here except focusing on the perks of classes instead of group consensus. Basically, I would think of it like... Story-mode for the classes? Those who aren't part of a specific class can still take other class quests, they just won't be as good at it (and they would need the person of that class they want to quest); but maybe if something like this were implemented, the victors could gain a stat point or maybe a class-specific kind of armor that'll help them? Like a super-sized bag for Horiculturists or recipes for Charcoal Smoke Bombs for Alchemists? Something of that nature. Hey who knows maybe it'll lead to some super imagination juices!