Lady_Error
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- Oct 14, 2012
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D:OS 1 Codex NPC: Drog
D:OS 2 Codex NPC: Grog
D:OS 3 Codex NPC: Frog?
Pepe!
D:OS 2 Codex NPC: Grog
D:OS 3 Codex NPC: Frog?
Pepe!
Whatever is you guys decide, it should be called Prosper and must be found on Retardoland.
and he must say random codex quotes like.Whatever is you guys decide, it should be called Prosper and must be found on Retardoland.
Name it whatever, human or troll, but here's my concept pitch:
Background
The NPC has a dour attitude about whatever the environment / action going on is when/wherever the player meets it. As others have suggested, it should take contrarian points of view including the results of quests that the player has completed (triggered via global variables set upon quest completion. Ideally these are the same quests that the world will react to upon completion, thus they're 'famous' and it's reasonable that the NPC knows of them). The NPC will aggressively offer its opinions about how they would have done something differently, not knowing the player was the change agent at the center of whatever event(s) the NPC is talking about. Obliviousness coupled with a lack of knowledge plus very strong opinions are key to its personality.
This is truly in the codex tradition of arm-chair quarterbacking.
Concept
During the player's initial conversation with the NPC, the player will be antagonized continuously due to the previously described behavior. If the player takes the non-confrontational path in the conversation and doesn't antagonize the NPC, then it moves on and nothing happens. But if the player picks any of the annoyed or antagonist responses, it will lead to the NPC sputtering vaguely coherent insults and following the player like the Pariah dog in Fallout 2. Rather than immediately follow the player like an additional party member, the NPC will wander off only to turn up like a bad penny during certain combat (+ quest dialogue?) encounters. When the NPC turns up, it has the effect of 'bad luck' similar to the Pariah dog. When the NPC shows up during scripted combat encounters, it should shout text barks insulting the player and their previous accomplishments, causing 'agitation' due to their perturbed state of mind. Mental agitation is a non-negligible debuff to offensive skills. The NPC never takes physical action, only shouts.
Implementation
It should be hard to avoid annoying this NPC, requiring patience on the player's part. Upon first meeting the NPC, it should be: rude, naive and incredibly loquacious. The first ~5 or so PC responses should be the PC trying to say something, but being verbally steamrolled. By the time the player is given the option to respond, they should be sufficiently annoyed. 4 or so dialogue options should be presented, 3 of which contain some level of aggression or annoyance which triggers the NPC's pariah behavior, and 1 of which is essentially "Ok", and they go on their way. Only the most beta/non-aggressive option will make the NPC leave the player alone.
The NPC should not randomly show up in encounters, Larian should decide which combat encounters are appropriate and script its appearance into those. The NPC should be flagged non-hostile to all enemies to avoid complication, and should be immune from all spells that don't deal damage, such as fear/confusion/paralysis. Crucially, the NPC takes all damage, AoE and direct, from the player and enemies.
NPC Mechanics
The NPC will effectively be immortal, but can be temporarily killed for a given encounter. The debuffs only last for a set amount of time, so they will wear off if the NPC is killed, otherwise every combat bark by the NPC is refreshing the debuff timer. Regardless of if the NPC is 'killed' or not, it will still appear in the next encounter in which it is scripted to. When the NPC reappears, it will continue to bark insults, debuffing the player again. If the player previously killed the NPC to stop the insults, the verbal barks should also include new lines about how they can't even kill it properly. For mechanical fun, every time the NPC reappears after being 'killed, the debuffs from the verbal taunts should get worse. Also if previously 'killed', its visual appearance should be degraded, with the body deteriorating to a decaying zombie-like state after enough 'deaths'. This sets up a nice little conflict for the player: should they kill the NPC to stop the immediate debuffs, only to have it return in the future with stronger ones?
If the player has triggered the NPC's pariah behavior and it showed up in at least one or two fights or the has reappeared after the player killed it, they should have the option to discuss how annoying this person/thing is with other NPCs. Bartenders and tavern wenchs are ideal, since anyone who has worked in the service industry knows what a miserable, undead customer is like. These NPCs will offer a hint, disguised as pat advice, to help the player remove the pariah NPC. Something like "In my experience dealing with people like that, your best bet is to kill them with kindness".
The only way to permanently remove the NPC from hounding the player, assuming they didn't avoid it from their first encounter, will be to HEAL the NPC during combat (like a certain demon in AD&D 1/2e iirc). The NPC will be so confused/moved by the player's action that it wanders off, never to be seen again (although reports of a rude shouting zombie, should its body have reached that state, should be heard by the player at least once). When the player heals the NPC and it leaves for good, it should drop a unique item to reward the player for putting up with such bullshit.
Ideally, a cursed item.
That's my take. Seems codexian in a couple of ways, and who doesn't like something inspired by Fallout.
Maybe leaving behind some sort of memento ring/trinket with a mixed benefit, like increased perception, but decreased leadership.
Maybe leaving behind some sort of memento
agreeClearly the NPC should now be named Bubbles. He'll alternate between sarcastic one-liners and conspiracy theories about being betrayed by enemy agents.
agreeClearly the NPC should now be named Bubbles. He'll alternate between sarcastic one-liners and conspiracy theories about being betrayed by enemy agents.
Your contribution has been very insightful.Boy, this forum is as pitiful for design as it is fun for critique.
The deadline for this contest is the 6th of December, around the time when the Europeans go to bed; our secret panel of judges will crown the winner a few days afterwards.