![]() Which is not all that hard, so hopefully we'll be able to have some fun with it in the future. Villain/antagonist legacy heroes would be fun, I think we'd just need a way for the player to control which heroes were eligible for those roles. And we do have a lot of themes transformations, so having people who are like that, not elves, dwarves, but maybe other people than your heroes, that are not only human (The closest in the base game i found, was the machine city.) The fantasy races do IMO fit, one generic campaing, "Shadowflames", has a major NPC which is close to a fire Djiin (he has flame eyes and hands) and does exist to keep the fire spirits. Originally posted by Nihil:I see where you are coming from, but i think they could fit some of those, nobles were, of course a generic suggestion, but they do have bards, wealthy npcs, bookwriters and others in the base game. Of course no playable evil route, it would be totally against the game. The villains PC's would be NPC's, they make a grey decision, or something not strictly evil, that sets them on a different path and they may go to the legacy but not playable to keep the tone of the heroes adventure, but they appear as antagonist's NPC's, with their own reasons, mainly on legacy's generic campaings. I see where you are coming from, but i think they could fit some of those, nobles were, of course a generic suggestion, but they do have bards, wealthy npcs, bookwriters and others in the base game. Having made those decisions, we're sticking with them for now, but we absolutely encourage mods and there are already some good ones for fantasy races. It's not that these things aren't cool or we don't like them, but we had to limit the scope of the game somehow or we would never finish. They aren't very likely to appear in the core came / canonical material because. Originally posted by Syrris:You'll need to look at mods for most of those. PCs who make ambiguous decisions (and receive some consequences to suit) are okay, such as the Oldwane Curse, but that's as far as it goes. Villain PCs: This has been brought up a few other times and the basic problem with it is that it goes against the tone of the setting to have the PCs be blatant moustache-twirlers. It might be possible to see some story that justifies, say, a drauven character working alongside a human one, but there are no elves or dwarves out there. There are assorted travellers to be met a PC could conceivably start as one of them.įantasy Races (generic): Nope. (This seems to include town guards.)īackgrounds that do fit into the setting might work for a non-farmer character, however. There may be vanished kingdoms/empires/etc referenced here or there, but they don't exist in the present-day setting, which means no nobles, nor anything associated with large-scale civilizations. Nobles (and equivalent): avoided by design. You'll need to look at mods for most of those. ![]() What i suggest is some heroes becoming villains, they could go to the same legacy screen but only appear as villains of some quests and maybe even as the arching villain of generic campaings. Evil characters: The same way he have heroes becoming guardians of the Old One, future gazers and much much more, we don't have our heroes going to the bad side, even though we have "evil heroes" in some events. Origins: Every character has a default origin, farmers (on most campaings) and the others you can't "choose", an idea would be to have some options, to create more unique heroes and also be used as hooks, "An farmer and a noble fighting side by side against gorgons?", "a company of town guards?", maybe even throw fantasy races. I just have two sugestions to keep the game fresh and expand even more the storytelling: Origins and Villains. Hi, first of all love the game and its possibilities, the storytelling is divine and you (devs.) deserve all the thousands of positive reviews and of course money.
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