treave
Arcane
- Joined
- Jul 6, 2008
- Messages
- 11,370
I think it was a big challenge to make the Watcher's atrophy of the mind seem realistic to the player. I mean, what can you do? You can't fuck with the player's control over his own character, action or dialogue.
I don't think it can be done fairly without having a meter that players can monitor, like in MoTB, or else people would complain of railroading the madness. But if they wanted to, a possible way to convey it would be to run a Malkavian filter over dialogue choices as the mental degeneration progresses, until ultimately all the options you can select are seemingly nonsensical sentences, which would obviously negatively impact some quests, but may also allow for different ways to solve others.
It would definitely require more writing and scripting for it to work, but I can see it being done - skill checks for dialogue are already there, dialogue that you don't have the stats for can already be hidden, and there's already an example in Aloth of an awakened character shooting off their mouth but not having it affect combat.