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Original post by MadKeithV
The cross/thief problem is not a problem, but an oversight:
it assumes there are no resources to fulfill the thief''s desires. In any properly generated setting there are some instances of each type of resource, so there is no problem. Even the lack of a resource may cause interesting behaviours, because that should lead to the NPCs needing that resource getting bolder and bolder trying to acquire some of it.
Yes. I think there should be a kind of translation of resources, though, that is *always* possible. For instance, if there''s no more gold, I''ll take diamonds; no more diamonds, I''ll take silk; etc. etc. right on down to the bare essentials.
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Pride(Humility)
A tough one as far as resources go. Pride would be the belief of being better than everyone else, so a proud NPC would try to assert their superiority over other NPCs and players. Any kind of competition would be a good resource for pride. They will brag a lot too .
Whatever the resource, it has to spark the same kind of strategic struggle as a strategy game. So pride needs to be tied to acts and objects to work in this system.
Ideally, something like pride as a personality driver should lead to things like reckless risk taking, showboating, and insulting people. I say this because we need the personality trait to move the plot forward; i.e., it''s because of the nobleman''s pride that he accepts a dual that will lead to certain death (with the player stepping in, or starting it, or whatever...)
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Greed(Generosity)
Greed is the easiest for resources: money! That means actual gold coins, and the value of posessions. Greedy characters are looking to have as much money and valuable posessions as possible. That also means that in our system we need to attach monetary values to objects, between worthless (a potato) and priceless (a three-pound diamond).
Good. It''d be great if again there''s a way to attach value to acts as well: Things like going back for treasure even when doom is looming large; or verbally abusing a poor old lady because she can''t pay the rent...
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Envy(Love)
Envy is wanting what someone else has, for no other reason than not having it yourself. An envious NPC will try to get what another person has, or at least make sure the other person no longer has it. The only resource you need for this is posessions, and you always have those in more complex games.
This one I think is rich. I''m wondering if the right approach is to attach some sort of happiness value to people and objects so covetousness becomes a kind of greed. The difference would be that the "monetary value" wouldn''t be readily apparent.
If you have a happiness value, NPCs could accumulate happiness, thus making them targets for an "envy search" among NPCs an NPC knows or encounters.
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Anger(Compassion/Patience)
Anger does not really have a resource. It''s more of a trigger issue, angry NPCs will be much quicker to act on an impulse. They will take it out on what they perceive to be the cause of their lack of any resource, and use violence to get whatever other resource they''d like to acquire.
( eg Anger+Greed = Mugging, Anger+Envy = murder, etc.. )
Yeah, this I''d use as a trigger, but I can also see either imbedding or keeping a list of NPCs that are associated with anger. This would be perfect for the concept of revenge, which is a perennial plot point in much of drama.
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Lust(Self Control)
Hrm, in the interest of keeping the PG-13 rating of the forum I''ll leave this to your own imagination
A good place for getting into all sorts of problems!!!!! If this drove behavior, then a possessed NPC would take many risks to get to their goal. This could involve deception, secrecy, betrayal, and even murder. The rebounding shockwave of these deeds could make for great plot!
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Gluttony(Temperance)
This will be food, or energy. A gluttonous NPC will try to hoard as much food as possible in the shortest space of time. More tempered NPCs will be calmer about it, and not try to jump the line at the local McGoblin''s .
This is the classic case of consumption, of which the citizens of rich nations the world over are guilty of. It can be
anything , including money. Land. Food. Water. Whatever.
I think we instinctively react negatively when we encounter this kind of devouring, PacMan-like behavior. The deeds for this would acquisition and consumption, and NPCs who engaged in this behavior would do so even at the expense of nature, or their fellow NPCs.
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Sloth(Zeal)
This will be the spending of energy. A slothful NPC will be loathe to spend a lot of energy if it isn''t absolutely necessary.
Acts then need an energy cost associated with them, with a lazy NPC using his meager energy resources as he paths to a goal. If he runs out of energy, he''ll take shortcuts or not bother. Hahaha, come to think of it, this may be the only case where a failure to find your goal would be totally acceptable!!!
Seriously, though, for a good story the NPC will actually need to find the goal every time (with other NPCs and the player affecting / interrupting this). So this NPC would simply do things sloppily. This translates to a reduction of skills at least, so the guard who should be guarding 100% is only doing 50 because she''s lazy.
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Just waiting for the mothership...