Incoming social system additions
Posted by Apostate on 10/04/18
I'm working on three things that might become more noticeable, soon, and I hope players will find fun and helpful.
1. Will finally do a big propriety writeup, about what it represents, and more importantly with a ton of thematic societal mods of approval or disapproval, with how individuals gain and lose titles from this, for people that want to chase being shady outcasts or do redemption arcs.
2. Thematic writeups of the principles of the different fealties, and how their ideologies agree or conflict with one another. In org reputation, affection will be gained by taking actions that improve the lives or lost by negatively impacting them. Respect, however, will be purely based on whether a character's actions aligns or conflicts with the different philosophies of the houses, and whether it advances their ultimate goals or opposes them. There will be a soft reset of org respect to better reflect it going forward, and some mechanics will heavily rely upon org affection and respect, and characters needing to balance how they are perceived by the different fealties as a public political figure if they are involved with them.
3. NPC houses. This will be a major change, as a long time ago we had placeholder houses below each house, and aside from paying taxes, they were mostly forgotten. In a major undertaking, I'm going to define a large number of NPC houses in a basic way, so players will be able to play off of named and defined NPC houses and their leaders, and we might periodically play some of these NPCs to help reinforce theme and drive more house interaction. Ultimately, this could be me defining (in very basic terms) all of the immediate vassals of every PC house (but I will not be defining vassals of NPCs unless necessary and story relevant).
1. Will finally do a big propriety writeup, about what it represents, and more importantly with a ton of thematic societal mods of approval or disapproval, with how individuals gain and lose titles from this, for people that want to chase being shady outcasts or do redemption arcs.
2. Thematic writeups of the principles of the different fealties, and how their ideologies agree or conflict with one another. In org reputation, affection will be gained by taking actions that improve the lives or lost by negatively impacting them. Respect, however, will be purely based on whether a character's actions aligns or conflicts with the different philosophies of the houses, and whether it advances their ultimate goals or opposes them. There will be a soft reset of org respect to better reflect it going forward, and some mechanics will heavily rely upon org affection and respect, and characters needing to balance how they are perceived by the different fealties as a public political figure if they are involved with them.
3. NPC houses. This will be a major change, as a long time ago we had placeholder houses below each house, and aside from paying taxes, they were mostly forgotten. In a major undertaking, I'm going to define a large number of NPC houses in a basic way, so players will be able to play off of named and defined NPC houses and their leaders, and we might periodically play some of these NPCs to help reinforce theme and drive more house interaction. Ultimately, this could be me defining (in very basic terms) all of the immediate vassals of every PC house (but I will not be defining vassals of NPCs unless necessary and story relevant).