Random Events

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Kolba

Thread to post new and discuss about Random Events. They're the great thing, which will improve overall gameplay. The idea is taken from the mod Sword of Damocles.

Let's take one sample event that I already implemented:

"Minstrel composed a song about your noble deeds.",
      ("choice_00_1",[],"Excellent!",
                                RENOWN +5
      ("choice_00_2",[],"Revard him with 200 denars. Let his song be played across the land.",
                                RENOWN +20 GOLD -200
      ("choice_00_3",[],"Noble deeds? A song? Bring me this fool's head!",
                                  HONOR -15


This event has % chance of appearing only for a player who has renown greater than 20. The higher renown the greater % chance of appearing. The results are not very harsh though not completly meaningless. Lose of honor is neither bad nor good thing as there will be events for those with high and low honor.

This one is from the category of honor related events. The other are events connected to player skills. Events connected to his wealth, to the army morale, to the towns etc. etc. etc.

If you want to help please write.

DESCRIPTION
(what player would see as event description)

CHOICES
(2 minimum, text for each must not be too long. Four sentences most!)

RESULTS
In basic results may change:
RENOWN, HONOR, GOLD, MORALE, PROSPERITY of VILLAGE/CASTLE/TOWN, EXPERIENCE FOR PLAYER/PARTY, RELATION WITH KIGNDOM/ONE OF YOUR WASSALS etc., ADD/REMOVE TROOPS, ADD ITEMS (rather not remove, you can't predict what player is carrying), PLAYER ATTRIBUTES, PLAYER SKILLS, WEAPON PROFICIENCES
and OTHER SIMPLE THINGS

PREQUISITES FOR THE EVENT TO HAPPEN
(not always neccesary, prequisites can also increase chance for event to happen, see list of results above it can also be used for prequisites i.e. "if you have very high weapon proficiency your fame may attract people wishing to challenge you" etc...)
 
"Poet requested to join your party for inspiration."
    ("choice_01_1",[],"Let him join.",
                            Add troop, poet for one week, with 50 denars wage. RENOWN +20 after.
    ("choice_01_2",[],"Deny.",
                            RENOWN +5
    ("choice_01_3",[],"Kill him.",
                            HONOR -15
Something like this? :smile:

Editted last option.
 
A related thought rather than a specific suggestion, but have you thought about maybe making some companions/characters available this way? It would be interesting if there were a few particularly powerful characters who weren't just lounging around in taverns waiting for a perspective employer, but would have to (for example) see YOU out if the renown of your mercenary band is high enough, etc.

Lancer
 
Sorry for that, applied now. Can you invent more random events?

Lancer: interesting idea, it shouldn't be difficult to do it. We can make it with Gwrgan, the heir of the kingdom of Ebrauc, son of Peredur map Eliffer, who fled the kingdom when the Deiran soldiers took it over.

 
Another one:
"One of your soldiers gets the attention of a rich merchants girl and the girl offers you money if you release him from duty."
Qualifications: In town, More than 10 soldiers.
Options:
1. Approve, release soldier from duty. (Lose the troop, get denars depending on soldier quality. +relation with town)
2. Deny, keeping the troops. (-relation, +morale)
3. Forcing the soldier to make clear (violent) that he doesn't leave the party. (-relation, -honor,+morale [can fail, soldier can leave when fails. Depends on persuasion skill])
 
Rath0s said:
You take a walk in the city streets and suddenly an assassin come and try to kill you.

I think that would be a cool random event.

Interesting. It could be made something like the skirmish with bandits in the night.

My little contribution.  :razz:

"You are travelling in the forest and you suddenly see a wild rabbit, trapped in the snare. What do you do?"
    ("choice_01_1",[],"Free the animal",
                          HONOR +5
    ("choice_01_2",[],"Clench snare and kill the animal",
                            HONOR -5, ADD ITEM: RABBIT MEAT
    ("choice_01_3",[],"Pass by the animal and ignore it",
                            HONOR -2
 
hmm i don't know about freeing potential food being a positive thing, i think it should lower to morale or something, coz the troops are sad that they don't get to eat the rabbit or that they think their commander is a tree hugging sissy.  :lol:
 
Yes, that would be good if player have some soldiers. If not, it's useless.  :razz:
 
Kolba said:
Rath0s said:
You take a walk in the city streets and suddenly an assassin come and try to kill you.

I think that would be a cool random event.

Interesting. It could be made something like the skirmish with bandits in the night.

My little contribution.  :razz:

"You are travelling in the forest and you suddenly see a wild rabbit, trapped in the snare. What do you do?"
    ("choice_01_1",[],"Free the animal",
                          HONOR +5
    ("choice_01_2",[],"Clench snare and kill the animal",
                            HONOR -5, ADD ITEM: RABBIT MEAT
    ("choice_01_3",[],"Pass by the animal and ignore it",
                            HONOR -2

Freeing rabbits? Bit unrealistic isn't it :razz:. Maybe a farmer tied up a tree by a bandit would be better.
 
I don't think so. In this situation, many people would kill rabbit as in the past they more cared for food, other than the wildlife. But some people will simply free him from snare. Your idea about a farmer tied to the tree by bandits is also good and can be used.
 
On the rabbit front, rabbits are not native to Britain and were introduced by the Normans. It would probably be a hare. I don't see why you'd gain honour for freeing a rabbit and lose it for ignoring it though - being nice to cuddly animals isn't really a dark age virtue. Stealing someone else's game of course is pretty dishonourable.

As for other random events how about:

The kin of a man slain in one of your battles brings a suit against you requesting compensation (wergild). Do you:

Pay the Wergild (Lose money but gain honour and renown, and gain relations with the faction in question).
Refuse to pay (No real result except for possibly worsening relations with the faction in question).
Refuse to answer the case at all (Lose honour and worsen relations with the faction.)
 
You're right, but Normans introduced the European rabbit (Oryctolagus cuniculus), prized for its meat and skin. There is also some evidence that Romans may have introduced rabbits, but of the smaller southern mediterranean type. We are not sure about it, so the best would having hares, as you suggested. And yes, the chance of freeing a rabbit by a man living in the dark ages would be very small.  :razz:

About your quest - it's very nice proposition. Maybe we can have various amounts of money, that should be paid to the family of killed man:

The standard weregeld for a freeman appears to have been 200 solidi (shillings) in the Migration period, an amount reflected as the basic amount due for the death of a ceorl both in Anglo-Saxon and continental law codes. This fee could however be multiplied according to the social rank of the victim and the circumstances of the crime. For example, the 8th century Lex Alamannorum sets the weregeld for a duke or archbishop at three times the basic value (600 shillings), while the killing of a low ranking cleric was fined with 300, raised to 400 if the cleric was attacked while he was reading mass.

The size of the weregild was largely conditional upon the social rank of the victim. A regular freeman (ceorl) was worth 200 shillings in 9th century Mercian law (twyhyndeman), a nobleman was worth 1200 (twelfhyndeman). The law code even mentions the weregeld for a king, at 30000, composed of 15000 for the man, paid to the royal family, and 15000 for the kingship, paid to the people. An archbishop is likewise valued at 15000. The weregild for a Welshman was 110 if he owned at least one hide of land, and 80 if he was landless.

Thralls and slaves technically commanded no weregild, but it was commonplace to make a nominal payment in the case of a thrall and the value of the slave in such a case. A shilling was defined as the value of a cow in Kent or elsewhere, a sheep. The weregild for women relative to that of men of equal rank varied: Among the Alamanni, it was double the weregild of men, among the Saxons half that of men.

I got the text from Wikipedia; I don't tend to trust it over much, but these informations are from good written sources.

 
What if this could be randomly triggered after spending the night in a tavern?

One of your men is involved in a brawl and murders someone. It is certain your man started the fight. Do you:

- Hand over the man to justice. (Lose a random soldier, party morale lowers, but gain renown for being honourable, and gain relations with the faction [and city] in question).

- Pay weregild. (Lose money, party morale increases, less renown gain, less faction relation gain).

- Refuse to surrender the man (Lose honour and renown and worsen relations with the faction, but party morale increases.)

Another variation of "save your man or not" would be "your man is caught stealing" in a city. Then you would pay for the loss.
 
Could give them a "Henry V" dilemma -- your man is caught looting a church, triggered when you siege a castle, town, or raid a village. "After the (raid/battle) of (town/village), one of your (troop type) was caught looting the church, pilfering the precious items that hold the holy sacramental wine and bread within them."

*"Hang him, and let it be known that such villainy will not be tolerated in your company." -- lose morale and one soldier of that type, but gain significant honour and a small relation bonus with all factions. Perhaps the town as well.
*"Subject him to the lash, and let it be a warning to your men." -- there's no gain or loss of any real degree. The men know their compatriot crossed a line, and nobody's going to be impressed or disgusted enough to change their POV of the central character.
*"Do nothing. It is no concern of yours." -- and lose honour and relation points with all factions.  May even lose morale, as some of the men are bound to have problems with that.

 
For the last one of course, if you're a heathen Anglian chieftain who worships Wotan you're unlikely to be all that concerned that your men are plundering the temples of the Roman god. Relations with the town in question could still change of course. I think both of the last two ideas are good random events for a Dark Age game by the way.
 
Code:
[b]"An old[/b] (or young) [b]beggar comes up to you, begging for money,"[/b]
      ("choice_00_1",[],"Give the poor man 100 coins,"
                                RENOWN +5, Gain relations with the town, +2 honor, -100 coins
      ("choice_00_2",[],"Give the beggar 2,000 coins,"
                                  RENOWN +15, GOLD -2000, +6 honor, gain relations with town
      ("choice_00_3",[],"Gold? Gold...GOLD! KILL THE MAN, RIGHT NOW!",
                                  HONOR -5, lose relations with the town

It would require you to spend some time in the tavern and have at at least 100 gold on you.
 
2000 and 100 gold is really too much, maybe configuration 10 and 20 gold would be better.  :smile: Or even less. In my opinion it should be:

"An old beggar comes up to you, begging for money,"
      ("choice_00_1",[],"Give the poor man 10 coins,"
                                RENOWN +0 (you won't get any renown by giving the beggar few coins), Gain relations with the town (maybe very small), +2 honor, -10 coins (100 was too much)
      ("choice_00_2",[],"Give the beggar 20 coins,"
                                  RENOWN +0 (same as above), GOLD -20 (same as above), +6 honor (good), gain relations with town (still very small)
      ("choice_00_3",[],"Ignore him",
                                  Nothing changes
      ("choice_00_4",[],"Split at his face!",
                                  -5 honor
 
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