Sages 'n Seers

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Sages 'n Seers

Postby Haba » Wed Apr 14, 2010 5:00 pm

I had some idle time as I was reminiscing King of the Dragon Pass and reading latest Dwarf Fortress dev updates, and an idea came to me. Possibly not entirely fresh, but still.

This would be one way to incorporate some low-magic flavour into the game.


Summary:

The basic gist is that the game would keep track of players individual achievements, items and certain events involving villages. Certain types of players could then use this information to create custom tales that detail those events. These tales could be then retold within village, carved into runestones or sung within the heat of combat for some sort of a boon.


Prerequisites:

My idea is that the tale crafting would work like in Dwarf Fortress. A lot more statistics would be kept about players and their activities. The game would keep track of player kills, animal kills, tiles the character has travelled by foot or by boat, items they've crafted etc.

In more advanced form, the game would create an "event" on certain triggers, to capture the events during raids etc.

Some of the data would be publicly visible, other would be hidden (total combined worth of the village?)


Creating a story:

How would the stories be created? Lets say we have a character who has been crafting a lot of metal items, the village smith of sorts. He has crafted hundreds of swords, has very high smithing skill and strength of 300.

The game would next compare those statistics on global level to see if they are relevant, to determine if this character is major or minor player, compared to the global averages.

With this information, the game would then simply create a small story of the character.

"The sage tells you the tale of Seppo Ilmarinen, the forger of thousands of swords. He works his fiery forge tirelessly night and day, wielding a hammer so big that it takes two grown men to lift it."


Simple as that. The more data the game keeps track of, the more fluff can be incorporated into the story. The story itself would be created automatically, or with very little influence.


Sages 'n seers

My main idea would be that players who opt to become sages are not just buying a simple skill, but rather opting for a distinct playing style. Sages would be the characters who are able to collect stories, exchange them between other seers and retell them. Ideally I'd see sages being a "class" that can travel more freely in the world, as their stories would be valuable and as powerful players naturally would want their story to be told in all the corners of the world.


Loremasters

Beyond nomadic seers, the addition of a new village role would be in order. A seer could be appointed as the village lore master. Loremaster would be able to combine individual stories and create larger sagas of the deeds and qualities of the entire village. Those stories could then be used to grant relatively stronger boons for the village.

One could even bring the village lore master to combat, to sing stories to bolster the village's warriors and to demoralize their foes. And maybe even to sing the opposing lore master to swamp, Kalevala style.


Tales, stones and songs

The stories could be used in three distinct ways:

    Telling a tale: gives all the listeners a short term buff related to the story, and some LP to those who hear it for the first time.

    Carving the story in stone: The story could be chiseled into a runestone at great cost. Anyone reading the story would gain LP and potentially improve his or her skills a little. This could be a meaningful way for new players to gain their initial LP/skills.

    Singing a song: Songs would work as an active party buff, both in combat as well as common work (working on the fields, hunting, lumberjacking etc.)
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Re: Sages 'n Seers

Postby Sidran » Wed Apr 14, 2010 5:18 pm

Although its quite general and might be complex to implement, such development branch would definitely add soul to HH.
I am already seeing new players traveling all around supergrids in search of legendary smiths/farmers/hunters.. and their runestones.
Might also be interesting if those special runestones would radiate some bonus in limited radius. etc etc
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Re: Sages 'n Seers

Postby Onionfighter » Wed Apr 14, 2010 5:34 pm

I like it. It is like achievement lists, but with more character. It would also give more advantages to living in civilization.
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Re: Sages 'n Seers

Postby martinuzz » Wed Apr 14, 2010 6:15 pm

I think it's a very charming idea.
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Re: Sages 'n Seers

Postby theTrav » Thu Apr 15, 2010 7:53 am

I like the idea of the server working out stories based on what people have done in game...
I less like the idea of specifying classes... I'd be ok with it as a role within the village, that's different to the picture I get from the word class though
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Re: Sages 'n Seers

Postby Bl1tzX » Thu Apr 15, 2010 8:22 am

I like the idea of buffs and the 'way of playing'.
Also:
"The sage tells you the tale of Seppo Ilmarinen, the forger of thousands of swords. He works his fiery forge tirelessly night and day, wielding a hammer so big that it takes two grown men to lift it."


Lol Ilmarinen.
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Re: Sages 'n Seers

Postby Emina » Thu Apr 15, 2010 10:35 am

:) a very nice idéa

People like to be able to se the sum of what they do, gives a feeling of satisfaction and acomplishment, and also gives you new goals.

(It was a big sucess when "achievements" was added in WoW aswell, its a way for people to collect their throphys sort of :) )
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Re: Sages 'n Seers

Postby Haba » Thu Apr 15, 2010 2:34 pm

theTrav wrote:I less like the idea of specifying classes... I'd be ok with it as a role within the village, that's different to the picture I get from the word class though


My main concern is how the sages can travel freely to collect and trade the stories. Usually people are very suspicious of visitors. Maybe a special robe that lowers combat skills would be a sufficient 'gesture of goodwill'?

Another alternative is to make trade of stories so desirable that it grants a degree of protection to sages. Maybe your own stories grow in power as they are spread around, maybe more powerful songs need elements from several stories, etc.
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Re: Sages 'n Seers

Postby Randozart » Thu Apr 15, 2010 5:58 pm

One problem, the world is HUGE, it is indeed a good idea, but it is hard to find different villages....
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Re: Sages 'n Seers

Postby Onionfighter » Thu Apr 15, 2010 8:23 pm

I find new villages quite frequently.
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