Improved Random Events & Coming Up With New Random Events

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Zaneki said:
I have a few, here they are-

Situation: The Village of (Name here)were recently robbed by villagers of (Name here) in the kingdom of (Name here). If we don't act now, this incident may trigger a full-scale war between our nation and (Name here).

A: Send a companion as a diplomat to hold talks with the kingdom's king.
Outcome: Relation with villages increase, relation with the specific country increase, relations with lords decrease.

A: Ignore the Incident.
Outcome: Chance of war between the nations(About a 75% chance?), Relation with villages Decrease. Relation with Lords Increase.

A: Send a group of men to raid the village.
Outcome: The war starts immediately after the raid. Relation with villages decrease, relations with Lords increase.


Situation: Reports say enemy may have spies inside the nation, they must be dealt with or our forces will suffer greatly.

A: Have men investigate.
Outcome: Chance spies may be found, If so, choice for Execution, set free, or imprisonment. Relations with the country responsible decrease. Relation with Lords increase.

A: Ignore the spies.
Outcome: Spies sabotage the army, cuts garrison men down by a quarter. Lets enemy army know when you go on a campaign.

I'll post more later :eek:
These are good ideas.

It would be nice to have our own spy force that could defend or incite as needed.  Bringing back the "Intrigue" skill would be useful to make this work, but it is possible to do the same thing with a hireling like the Chancellor. 
 
Guys I'm modding so keep coming up with random events!  :shock:

The more events suggested here the better. No matter how big or small the event please suggest it here. This is the time to get creative people.
 
Situation: The population of the city are not happy with the quality of the tournaments lately, and they demand better entertainment.

Option 1: Hire more and better professional fighters, upgrade the arena and make the tournament experience better.
Outcome: You will lose a certain amount of money, but your relations with the population rise.

Option 2: Keep the tournament as it is.
Outcome: You only lose relations with the population of the town.



Situation: A group of bandits has decided to start selling their services for the highest bidder, and have camped outside the town. The problem is, the townspeople do not like bandits camping outside their walls, even though they have caused no trouble.

Option 1: Negotiate with the bandits about their leaving.
Outcome: If succesful,  the bandits leave. If not, you will have to fight them.

Option 2: Pay the bandits for them to leave.
Outcome: The bandits leave without any trouble, but you will have to pay for it.

Option 3:  Hire the bandits to your own army.
Outcome: The bandits join your party like regular mercenaries, but you will have to pay for it.

Option 4: Force the bandits out.
Outcome: You will have to fight the bandits, and risk losing your own men.
 
Very nice Comrade! We got 2 winners here. These will be simple and pretty easy to implement.

Note:
Just so you all know I'll be posting your names in the credits as well as the authors of the random events of SOD Gold 5.
 
It occurs to me that the better off towns and villages are, the more frequent and less serious their complaints become.  When towns and villages are very poor, they complain about starvation and imminent violence.  When towns and villages are very rich, they complain about the quality of entertainment and the "rights" of various whining twits.  I don't know how hard that would be to code, but it would add flavor and verisimilitude to the mod if poor towns didn't complain about the quality of tournaments while the citizens were starving in the streets.

There's a saying in the Navy that "A *****ing sailor is a happy sailor." because crews on the verge of mutiny don't talk about how bad they have it, they're too busy getting ready to act.  In the time we had a minor mutiny on my first ship, it was very quiet in the berthing areas because everything there was to be said was already said. (One division got seriously screwed by their bad officer and their worse chief and they refused to go to work while the rest of the ship got liberty. It was a righteous complaint, either the whole ship should be out working or the whole ship should be on liberty, except the duty section, of course.  In the real world, never give an order you know will not be obeyed.)  So arguably, non-life threatening complaints should be rare in towns that are doing poorly, and no complaints at all should be coming when the villages are happier with bandits than with you.
 
Here is a small scale event but one I think is rather realistic and logical. I just hope you can fix the issue with ultra small text due to a high word count.
____________________________________________________________________
As you rest in your tent you hear commotion outside. You spot a circle of your men cheering as two of your lowly soldiers are brawling.
When you approach them, each man immediately halts and stands to attention. You demand to know what the meaning of this is.

One of the brawling men accuses his opponent of stealing food and coin from his inventory. The other man admits this action however
claims it was only to take back what is rightfully his as it was first taken from him.

Option 1:
To show an example, you punish both men for their actions and keep the stolen goods for yourself.

Result 1:
- 4 party morale, + 50 coins, + 10 to food supply

Option 2:
You will not tolerate theft within your party. Punish both men and split the goods evenly.

Result 2:
- 2 party morale

Option 3:
Explain the importance of trust, discipline and chivalry. Split the goods evenly and leave the men with a warning.

Result 3:
N/A

Option 4:
Clearly there has been a misunderstanding. You split the goods evenly and pay both men compensation for any losses.

Result 4:
+ 4 party morale, - 100 coins

Rationale: The situation seems probable and also offers the opportunity to either harm or improve your party morale for little coin. In additional help the player express his characters attitude or alignment in-game.
 
Here is another small scaled event. By all means feel free to change anything.
I am not quite aware of how much money is valued so I will leave the estimates for you to decide
_____________________________________________________________________

As your party travels, a passing merchant hails you and requests a meeting.

Your troops escort the man directly to you. He introduces himself and claims to have exotic wares for sale. Some of which are so rare and valuable that only the most noble and richest of lords can afford. He offers to sell one of his more exceptional items to you for a price. If you so choose to buy it, he will send one of his trusty associates to fetch it for you.

Option 1:
Pay the Merchant ‘#’ amount of gold for this rare item.

Result 1:
20% to get a very high quality item, you get more than your moneys worth.
30% to get a high quality item, you get your moneys worth.
30% to get an average but unique item, this deal may not be worth it.
20% to get a worthless artifact, you have been ripped.

Option 2:
You refuse the man as you are not comfortable with investing in items which are not presented to you.

Result 2:
N/P

Option 3:
You rob the merchant, careless of what he has to sell.
[You could consider this option only available to low honor players]

Result 3:
- 6 honor, + 300 coins

There should be more to come in the future!
 
There are two possible ways to implement this. If you can involve a system which will logical identify if your faction is in the dominant position of the war or not, you can have the Diplomat request peace via paying you # of gold or you pay them the appropriate amount. This might conflict with my diplomat idea in the suggestion thread but this is a sufficient alternative :razz:
_____________________________________

Your travels have been halted. One of your soldiers informs you of a diplomat representing [Vassal/King/Faction] who wishes to have a word. You allow him to approach and speak.

The Diplomat says:
“Dear King [Character Name], our kingdoms have been warring for far too long and there is no need for further bloodshed. It will be beneficial for both our realms to halt these hostilities and begin the path to peace. Considering the circumstances it would be fitting to demand ‘#’ of gold as compensation for the damage dealt to our people.

OR

Considering the circumstances it would be fitting to offer ‘#’ gold as an expression of goodwill from my liege.

Option 1:
It is good to come to an agreement, I will Pay/Accept the gold demanded/offered and begin the path to peace.

Result 1:
Lose/Receive ‘#’ gold, + 3 Right to Rule, and have a truce with the enemy faction.

Option 2:
I do not see any benefit with peace at this time, refuse the demand/offer and continue the war.

Result 2:
- 2 relations with enemy faction, war continues.

Option 3:
This demand/offer is not reasonable.  I will only pay/accept half/double for peace, I will not accept anything else.

Result 3:
50% Chance you will pay/receive half/double of gold and have a truce.
50% Chance the Diplomat will refuse and the war continues.

Option 4:
Show what you think of their kingdom and their desperate cry for peace, be-head the diplomat and send it to the enemy king.
[Possibly for a low honor player?]

Result 4:
- 30 relation with kingdom, - 30 honor, - 6 Right to Rule

__________________________________________________

Again, feel free to change anything. In regards to the %, you may consider having your persuasion level influence the chance of success.
 
Alright, I know this one isn't like the others, and hardly fits into the same scheme of things... but I like it.

ADVENTURERS!

You are a lord of low honor, and have captured an honorable enemy lord. While parading him around/taunting him at camp/whatever, a group of adventurers confront you! They demand he be set free, as course of honor, and are prepared to deliver violence to back up their demands.

#1 Agree, release the prisoner.

-5 party morale.
-5 Right to Rule (You're a *****.)
-Prisoner, he's free.
-20 renown. (Can renown go down?)

#2 Random insults/laughter

Initiate a battle against high level "adventurers" with random gear. Maybe 6 of them, but two of your men/companions join in as well.

If Victorious:
+Loot!
+Party Morale
No renown... who wants to admit to getting jumped by random douchebag adventurers?

If defeated:
-Prisoner
Injured
-40 renown (pwned.)

#3 Bribe/Persuade them into leaving and ratting out whoever hired them. -10 relations with random family member, or fief held by captured lord.

PS: All adventurers should wear large hats.
 
Halrik said:
PS: All adventurers should wear large hats.
Never a more true word was spoken. 

This base works on the opposite extreme as well, with your honorable character holding a dishonorable lord. Holding the "Plague of Ponovosa", the "Sorrow of Suno", the "Scourge of Snoqualmie" is a much better way of living than letting him go.  Frequently, serious jerks have serious jerks as dependents. While I don't believe that those serious jerks will face you, they will kidnap the families of some good fighters and extort the attack on you out of them.
 
Halrik said:
Alright, I know this one isn't like the others, and hardly fits into the same scheme of things... but I like it.

ADVENTURERS!

You are a lord of low honor, and have captured an honorable enemy lord. While parading him around/taunting him at camp/whatever, a group of adventurers confront you! They demand he be set free, as course of honor, and are prepared to deliver violence to back up their demands.

#1 Agree, release the prisoner.

-5 party morale.
-5 Right to Rule (You're a *****.)
-Prisoner, he's free.
-20 renown. (Can renown go down?)

#2 Random insults/laughter

Initiate a battle against high level "adventurers" with random gear. Maybe 6 of them, but two of your men/companions join in as well.

If Victorious:
+Loot!
+Party Morale
No renown... who wants to admit to getting jumped by random douchebag adventurers?

If defeated:
-Prisoner
Injured
-40 renown (pwned.)

#3 Bribe/Persuade them into leaving and ratting out whoever hired them. -10 relations with random family member, or fief held by captured lord.

PS: All adventurers should wear large hats.

Interesting idea mate. Sounds like something fun with some nice game mechanics involved, such as having a lord as prisoner. I didn't think of that.
Although if you choose to release the prisoner shouldn't you at least gain some honor? Or is it to assume you succumb to intimidation?
 
It is unbalanced but I can see the player gaining honor but losing a bit of morale from his troops. I can see an event like this happening while the player is camped though.
 
Chezzlor said:
Interesting idea mate. Sounds like something fun with some nice game mechanics involved, such as having a lord as prisoner. I didn't think of that.
Although if you choose to release the prisoner shouldn't you at least gain some honor? Or is it to assume you succumb to intimidation?

Perhaps there could be an option, if your charisma or persuasion is incredibly high, that you could gain honor and renown from it. You'd have to be some sort of spindoctor politician to make it sound like a good thing though.


Heh, it's not supposed to be balanced! The world isn't balanced. People should have bad luck once in a while. If nothing else, it gives people who've played too many RPGs a chance to know what it's like to be on the recieving end for once.... ah, off topic, but I just got a fantastic idea for a quest. KIDNAP THE PRINCESS! (If this doesn't give you high renown, I don't know what would.)
 
Your men are getting tired of fighting and have became disloyal, you should give them some reward for there courage and effort. What will you deicide to do about it?


Option 1: You get a holy man to say prayers and sing hopeful songs

Outcome 1: your moral boost
                    +(number) Honor/renown 

Option 2: You give them a night to remember, drink and food all around

Outcome 2: Your moral boost
                    Lose money
                    +(number) Honor/renown 

Option 3: Do nothing

Outcome 3: Your moral goes down
                  You lose a some men

Option 4: Pay day comes early

Outcome 4: You lose money
                  Your moral boosts
                  +(number) Honor/renown 

Something on the lines of that lol
 
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