Revverie
Bandits:
what are bandits, well mostly poor people that went hungry and started stealing until they become more powerful etc, you could call that lore, but in game, Bandits barely present a threat, an actual believable world threat, they are not groups leaded by actual men, it's just roaming npcs there to give you ez loot in autocalc battles. So, what story can a mechanic like this possibly tell. What does the player even has to strategize about here if it's not really something that matters at all.
So, what about having bandits actually posing a threat. Lets say the player goes to war, that means he leaves his fiefs alone, that means villages are free from caring lords = lets do some bandit stuff! And so if bandits were a more organized group, where hideouts were actual places and not just a street full of sleeping one shottable dogs, and their leaders actually had a name and a "brain", this means this force could eventually grow and grow until the player deals with it. This brings into table so many opportunities and considerations to take:
-Bandits could grow in number and achieve better equipment if their pillaging is successful
-Villages are in risk even in peace times
-If Bandits are large enough they could even siege castles for pillage (we literally have this system already for lords)
-Hideouts from an area is part of a group serving a leader in a bigger hideout, meaning just taking one wouldn't solve the problem but it would slow it down
-Patrols from castles could be introduced, leading to a self defence mechanic that is pretty much required
-Companion's army could be left just dedicated to find hideouts and killing bandits on the player's behalf
-If the bandits king hideout is found, the player could offer a deal to work for him, leading into bad traits and probable lords defecting kingdom/being kicked out from a Faction or the player could siege the place leading into an interesting battle that would solve the bandit issue for a while until they find another king/leader
Of course I would love to suggest "to become a bandit lord yourself" but this is a conversation for another day
what are bandits, well mostly poor people that went hungry and started stealing until they become more powerful etc, you could call that lore, but in game, Bandits barely present a threat, an actual believable world threat, they are not groups leaded by actual men, it's just roaming npcs there to give you ez loot in autocalc battles. So, what story can a mechanic like this possibly tell. What does the player even has to strategize about here if it's not really something that matters at all.
I know what you'll say "but they affect economy if they kill farmers"this is something that plays on so much on the back of the players head that it never comes to mind
So, what about having bandits actually posing a threat. Lets say the player goes to war, that means he leaves his fiefs alone, that means villages are free from caring lords = lets do some bandit stuff! And so if bandits were a more organized group, where hideouts were actual places and not just a street full of sleeping one shottable dogs, and their leaders actually had a name and a "brain", this means this force could eventually grow and grow until the player deals with it. This brings into table so many opportunities and considerations to take:
-Bandits could grow in number and achieve better equipment if their pillaging is successful
-Villages are in risk even in peace times
-If Bandits are large enough they could even siege castles for pillage (we literally have this system already for lords)
-Hideouts from an area is part of a group serving a leader in a bigger hideout, meaning just taking one wouldn't solve the problem but it would slow it down
-Patrols from castles could be introduced, leading to a self defence mechanic that is pretty much required
-Companion's army could be left just dedicated to find hideouts and killing bandits on the player's behalf
-If the bandits king hideout is found, the player could offer a deal to work for him, leading into bad traits and probable lords defecting kingdom/being kicked out from a Faction or the player could siege the place leading into an interesting battle that would solve the bandit issue for a while until they find another king/leader
Of course I would love to suggest "to become a bandit lord yourself" but this is a conversation for another day