Complex Family/Clan Dynamics and Family Feuds

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Cabell

Recruit
I think the game could benefit from more family/clan dynamics. In particular, this would benefit the mid- and late- game as it would introduce additional sources of conflict and strategy.

New types of relationship dynamics should be introduced which would affect your relationship score with other family, clan, and faction members. In a certain situations, this could allow for clans to split and either become a minor faction or join another faction. This should be less common and more difficult to trigger than the planned civil war function to reflect a greater loyalty to the clan than the faction. Some examples of these new mechanics are:

Extra-marital affairs - Your character (and NPCs) should be able to have relationships with other nobles, notables, and your companions outside with marriages. This could also allow for polygamous marriages (maybe depending on the culture). The character traits would determine whether a spouse of convenience minds whether you have an affair with another noble. Additional dynamics and traits could be introduced to allow for more nuanced reactions. For instance, your noble husband might approve of a quiet affair with another noble of the same clan but disapprove of an affair with a non-noble or a noble from other factions.

Additionally, you should be able to build relationships outside of marriage which could lead to scandals and "shotgun weddings." You could finally live your dream of following the tournament circuit, wooing nobles, and breaking hearts.

"Illegitimate" children with other nobles, notables, and your companions - this would be a natural consequence of the above. They could either be recognized as family members which could have a negative effect on your relationships with other family members or you could refuse to acknowledge them which could damage your relationship with the child and potentially the other parent. Your child could then eventually become a notable or a companion when they grow up. I think the other parent could have a preference for the outcome which would be handled as a persuasion check.

Naming an heir to your clan/faction. You should be able to name an heir from among your family members and even your companions. The farther away your choice of an heir is from your "legitimate" children, the more impact this should have on your clan's dynamics (lower relation scores with everyone who thinks they should have been picked.) Cultural factors could also play a role in this. For instance, Vlandians could prefer the eldest child as heir and dislike any deviation from this, while Khuzaits could be more open to it.

Effects of approving/disapproving family members' marriages. Children should be able to have arranged marriages but also be able to seek out their own spouses. The parent and/or clan leader could either approve or disapprove of this marriage. The consequences of this could affect other clan members. For instance, disapproved marriages could result in eloping and/or leaving the clan entirely. Reneging on an arranged marriage in favor of supporting your child's freedom to choose a spouse could also cause wars with other factions and have an effect on your relationship with other clan members based on their personality traits.
 
I love all of this!

I started a thread of my own about the possibilities of splintering the players' kingdom when the player's child inherits due to sibling rivalries.

I'm very excited about the idea of keeping the conflict going in the late game through in-world mechanics rather than either letting players "win" by conquering the whole map or having them play whack-a-mole with minor factions or whatever. Wars of succession and fractured alliances are a lot more interesting.
 
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