Banditry system, yay or nay?
Posted: Thu Oct 29, 2020 6:44 pm
So, I recently made this mod (viewtopic.php?f=14&t=4270) which allows the player to encounter travelling alchemists in taverns and buy potions from them. However, I later started thinking that, sicne these are travelling alchemists, it'd make sense to also be able to find them in the wilderness. And after that was done, I felt like that if you encounter them in the wilderness, being able to not only trade with them but also attempt to rob them would be a natural fit, so I implemented that. When you encounter them in the wilderness, succesfully landing an attack on them will lower your legal rep, but has a chance (based on your streetwise skill) of initmidating them so much that they'll hand over their wares and run away from you.
But last night this got me thinking... that last bit of the mod is something that has the potential to be expanded into a full-on banditry system. There are plenty of RPGs where you have to deal with bandits and highwaymen trying to rob you, but very few where you can easily become a bandit or highwayman, and I think that'd be an interesting roleplaying choice for an evil playthrough.
So... is that kind of mod something that would interest any of you? And if so, what sort of things would you like to see in it? How could i prevent it from getting repetitive?
But last night this got me thinking... that last bit of the mod is something that has the potential to be expanded into a full-on banditry system. There are plenty of RPGs where you have to deal with bandits and highwaymen trying to rob you, but very few where you can easily become a bandit or highwayman, and I think that'd be an interesting roleplaying choice for an evil playthrough.
So... is that kind of mod something that would interest any of you? And if so, what sort of things would you like to see in it? How could i prevent it from getting repetitive?