Azael
Magister
One of my favorite shows at the moment is Rome. Yes, I'm aware that it's basically a violence and sex filled soap opera with semi-historical background, but it's a damn entertaining soap in my eyes. In the last episode I saw, Titus Pullo and his crew faced down the members of the rival collegia. Just as Memmio thinks he's succesfully brokered a deal with Pullo, good old Titus headbutts him and then proceeds to bite out his tongue. Finally, he goes berserk and leads his crew to take down the opposition. What's so great about this scene, beyond the obvious brutality, is the way the enemies react to Pullo. They're stricken by fear and a lot of them flee. Not only is Pullo a superior fighter, but they know this and combined with his display of brutality and sheer ferocity they lose the battle despite advantage in numbers.
What I'm thinking about is how this could be translated to a CRPG. I'm not suggesting "seeing the fear in the orc's eyes", but more along the lines on how morale can be integrated in a game system and used in a way that's fun and reflects on your chosen style of character and his actions in the gameworld. Think the morale system of Close Combat, only transferred to a CRPG enviroment where things such as stats, reputations and history matters as much as the tide of battle. Basically, I want fear to mean more than a slight adjustment to your chance to hit or defend, but I'm not exactly sure on how the game mechanics should work out. Suggestions and comments are welcome.
What I'm thinking about is how this could be translated to a CRPG. I'm not suggesting "seeing the fear in the orc's eyes", but more along the lines on how morale can be integrated in a game system and used in a way that's fun and reflects on your chosen style of character and his actions in the gameworld. Think the morale system of Close Combat, only transferred to a CRPG enviroment where things such as stats, reputations and history matters as much as the tide of battle. Basically, I want fear to mean more than a slight adjustment to your chance to hit or defend, but I'm not exactly sure on how the game mechanics should work out. Suggestions and comments are welcome.