Improved Random Events & Coming Up With New Random Events

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Quest "Lost and Not found"

Good going stupid! You've lost your companion due to YOUR incompentance. Now you REALLY should find him/her. Good luck!

Option 1: Send out search parties in all directions.
Results: Search parties find your companion and he/she is returned to you. OR one search party goes out and doesn't come back (50/50 chance) giving you two sub options

Sub option 1: They'll return soon enough
Possible outcomes: 50% chance they return with the companion - you get your companion back
50% the remains of the party and companion are returned to you - you lost soldiers, your companion and morale takes a hit.

Sub option 2: send out a search party to find the search party - The search party finds the search party and returns with the search party and companion - you get your companion back

Sub option 3: I'll find them myself - You take some soldiers to help you search for your companion - 50%chance you find the companion fighting bandits (starts battle) or 50% nothing happens and your companion is returned to you

Option 2: Send a substantial force of soldiers to find the missing companion - 50% chance your companion is returned 50% they run into an even larger enemy force (Can either be bandits or enemy nation's soldiers) and takes heavy casualties as it falls back and manages to find your companion along the way - big hit in troop numbers and morale and you get your companion back

Option 3: Stop pestering me, he/she'll turn out soon enough - 50% chance companion returns and a 50% chance your companion is lost but will later turn up in a tavern. 
 
Daedelus_McGee said:
Crime Wave.

Situation: A large number of crimes are occurring.

Somebody else can write this, although I can imagine a dozen different scenarios for how this came about, I'm tired from working extra shifts so I'm throwing it out as a gift to the community.

i know some sulutions


1 round up and kill criminals

effect: the criminals leave the city and show up as looter parties appear outside the town/area kill them in 14/30 days
succeed: citys and villages close will increase relationship and an small property boost and bandits appear slightly less often
fail: penalty relationship with towns and city's some city's and its prosperity will be lowered

2 improve town living conditions (250-500 denars depending if it is a village or town)

effect: some criminals setting down and the problem will be solved to a minimum relation will increase by 1

3 look at the root course of the crimes

effect: random chance of: paying 1000 denars, quest ((with includes a multi able chose quest, bandit party, (kill,bribe or pusaude someone) or.. a ambush!)

succeed: the city or town regards you a more capable leader 5+ relations and the town gains a prosperity boost


4 ignore

effect: standing of the fief will be lowered, bandits will respawn around the city and the city gets a 7 day boycott

5 bribe the criminals to do things your way (cruel)

effect: higher tax income of that fief but at a terrible loss of prosperity there will be a chance of a boycott up to a month

 
You're band has stumbled upon a body beside the road, markings on his garb indicate he is from *village*, it seems bandits have gotten to him during his travels. Upon further inspection, you see he has a rather valuable symbol of *player religion*... the bandits must of left it in ignorance of it's true value. What should we do?

1: Take the symbol to his family in *village*, informing them of the departed one.. (Small Honour gain, Relation with *village* up, *religion* in *village* up. Possibly a small handful of money as a reward.)

2: Bury the man and display the symbol on his grave as a new roadside shrine. (Medium-High Honour gain, Religion in region up, Party Morale Up.)

3: Take the symbol to the *religion building* in *village*, and bury him their. (Small Relation with Village up, More Faith Up in *village*, bigger cash reward)

4: Keep the symbol, leaving the body to rot. (Honour dooowwwnn, Faith in Party Increase significantly. Morale... change, up or down depending on religion? ((If that's possible, like, the Void might gain moral for such a display of cruelty, but The One would disdain such an act?))

5: Pawn off the Symbol, bury the man. (Small honor loss (like, 1 point), Biggest Cash reward, Religion in area down/up?))
 
cardgame said:
Daedelus_McGee said:
Evil Spirits in the Woods

Situation: The Village Elder sends a message informing you that charcoal burners near one of your villages have been driven out of the woods by "Evil Spirits".  He give you a vague description of the area affected and asks you to drive them out because you are known to be so holy.

When you arrive at the location, you find more Villianese Elite troops than you and your companions really expected.  In fact this appears to be a very serious attempt on your life.

I really like this, but perhaps tweaked so it can only be triggered by extremely negative relations with a Villianese lord or village, so it reads as an assassination attempt easier.

That could be painful in my current game...accidentally extorted money from a Villanese noble I rescued from an Aden dungeon...instant arch-enemy relations at -100, ouch!  Did get 450k gold from him though.
 
Digital Terror said:
That could be painful in my current game...accidentally extorted money from a Villanese noble I rescued from an Aden dungeon...instant arch-enemy relations at -100, ouch!  Did get 450k gold from him though.
Man that is so imbalanced lol! Lords will be more realistic in the future.
 
Computica said:
Digital Terror said:
That could be painful in my current game...accidentally extorted money from a Villanese noble I rescued from an Aden dungeon...instant arch-enemy relations at -100, ouch!  Did get 450k gold from him though.
Man that is so imbalanced lol! Lords will be more realistic in the future.

Might be imbalanced, but with the random event I was referring to I could just see that Arch-Enemy lord sending 20 elite top tier troops to take you out in that random.
 
Heres some good ideas for events:

Village elder informs you that a devastating and brutal seria killer has killed over 13 female peasants!

Village elder informs that an merchant caravan has stopped near the village and the villagers would realy want to buy their products what will you decide?
 
Cultural Clash

With the new lords of our land being foreign to the native population, unrest has grown in the settlements. The natives are begging for inclusion into administrative roles being allocated to people of our culture. Meanwhile, some of our lords are saying that the natives are not worthy of these tasks and that they are inferior, and should be kept in their place. What ever will we do?

We shall create a hybrid culture! Imagine a race with the better qualities of both! In fact, find me some willing bride from the populace! I shall set the precedent.

-massive increase with relations of towns and village of other cultures, player character starts quest find a native (this can be failed, if so, slight decrease with other cultured settlements, slight increase with lords of same culture)  medium/high decrease with lords of your culture that are not upstanding or generous(I think that is one of them..) 50/50 chance for cunning characters. Also, this option only shows up if not married.

Allow the natives into the administrative roles, no strings attached.

-same effects as above, just less extreme. Also, no native bride quest.

Require rigorous testing for those of other culture. Let us see how many of them pass.

-very small increase for native settlements, no other effects.

What a stupid idea! They are the inferior race, after all.

-massive decrease with settlements of other cultures, medium increase with lords of same culture, benevolent lord 50/50 chance, cunning 25/75 chance favoring increase.

I have a few other ideas, and most of them are heavily inspired by Alexander's conquests and the resulting Diadochi kingdoms.
 
Ahh thanks, here is a few more.

Gender Equality?

With new people to govern, comes new ways of treating the fairer sex. Our nobles scoff at the way the women our treated in our new lands and petition us to force the peasants to be more like us. Be wary though, whatever we do will upset someone, and may very well change the future of our fledgling nation.

Let the peasants practice their traditions in peace.

-medium increase with settlements of different culture, medium decrease with settlements of our culture because they think their ways are better, massive decrease with lords of our culture.

Encourage cultural assimilation and acceptance.

-medium decrease with everyone, A second event about a month later on the progress of this. 50/50 chance of success.

Force them to act more like civilized people, and outlaw their barbaric practices.

-massive decrease with people of different cultures, massive decrease of population in those cities. Lords and settlements of our culture are very happy at this decision.


A Revolutionary on the Road.

*note This event will only fire if relations with settlements of other cultures hate our rule, example being like -50 relations or below.

You have come upon a messenger from one of your cities. Curious as to what this message says, you attempt to view it. As you reach for it, the man attempts to eat the note, then lashes out with a dagger. Your men react swiftly and end his life before any damage is done. They then remove the note from his now static jaw and it tells of impending rebellion in one or more of your settlements.

Attempt to broker a peace with your subjects.

-if persuasion is higher than 6 it succeeds and populace is appeased. Massive increase in relations, if lower than 3 it fails and garrisons of all affected towns are cut down by 3/4. If 4 or 5, negotiations end fruitless, but the populace can tell that you truly want the best for them. Moderate increase in relation with affected settlements, but possibility of another rebellion at a later date.

Ignore it, this man was clearly insane.

-50/50 chance of rebellion. 50/50 chance of that rebellion being successful and town switching to another faction. If faction does not exist, it will be brought back from the dead.

Put them to the sword. Loot all that is left.

-Population in all settlements affected decreased by 90%. Each garrison is cut in half. -100 relations with all settlements of other culture. Relations will slowly rise as people of our culture flock to the now vacant settlements. Slow decrease in populations of settlements of our culture. These affects will end after 6 months, or if the settlements are lost. No more rebellions. Also, receive money proportional to the the population, say 1,000 for each person killed.
 
Secret Merchandise:

Triggered when accepting quest from Guild Master. Ex: "Take these goods to Jelkala." | "Escort this caravan to Suno."

A few hours later setting march towards "X" your men of confidence request speaking to you about the caravan. "Sir, when asked about their merchandise the caravan master will claim it is none of our business. We're afraid they are hiding something from us. You should go speak to them about this.



You then:

  • Decide ignoring your men's advice and continue your quest. | - Party Morale | You undertake the quest normally expecting a high reward and relationship improvement with city. 
  • Confiscate the merchandise | - Relationship with Town & Faction - Quest failed | The merchandise was in fact a hidden cargo of spice/weapons headed towards "X". You claim it for yourself.  
  • Ask the caravan master about the nature of the cargo | + Party Morale | Open conversation with caravan master. You then make a check based on Persuade, Relation with Faction & City and Honour. This leads to:

    -Success: The caravan master informs you about the secret cargo to be delivered to X. If you accept to carry it huge boost to faction and town relation. - Honour | If you decline, quest failed. + Honour

    -Failure: The caravan master is not willing to speak on the matter. He asks you to carry on without further intromission. | Quest continues normally.


 
I just wanted to add that I'd like to see more events with outcomes that happen after some time or events that trigger because of a decision made. Good work by the way everyone, we have a nice compliment of events here to pull from. Also since the new system I'm creating is more detailed it would be nice to see some inner faction events.
 
Situation - The Undead
how it can start
*dialouge*
Villager - He... Hee HELP meeEEE *growls*
Player - what on earth are you doing out here?
Villager - THERE COmmming *Turns into a zombie while a small party of undead come his way*
*A fight with a small weak undead party starts*

- How could this happen? -
At a random time at least after 3 days
The earlier it starts the weaker the epidemic is.
but as the game goes on it goes stronger and stronger

- What I'd love to see if this feature gets taken in consideration ?-
The zombies will carry the equipment they had in their previous life
the zombies stats will decay overtime and eventually crumbles without a necromancer to maintain their stature
Necromancers are strong but rare in parties
if the player gets captured the game could end? Or you serve your new master or with your rampaging masterless group of zombies till yous all decay, get slain or get succumbed by a Necromancer.
Even though necromancers maintain their stature it does not mean their "Saved" their life as a walking shambling corpse is just lengthened

-Necromancer troop tree?-            -> Void
Acolyte -> Necromancer -> Lich ->
                                                    -> Immortal

And the rest is up to you....
 
iMustBeNewHere said:
Situation - The Undead
how it can start
*dialouge*
Villager - He... Hee HELP meeEEE *growls*
Player - what on earth are you doing out here?
Villager - THERE COmmming *Turns into a zombie while a small party of undead come his way*
*A fight with a small weak undead party starts*

- How could this happen? -
At a random time at least after 3 days
The earlier it starts the weaker the epidemic is.
but as the game goes on it goes stronger and stronger

- What I'd love to see if this feature gets taken in consideration ?-
The zombies will carry the equipment they had in their previous life
the zombies stats will decay overtime and eventually crumbles without a necromancer to maintain their stature
Necromancers are strong but rare in parties
if the player gets captured the game could end? Or you serve your new master or with your rampaging masterless group of zombies till yous all decay, get slain or get succumbed by a Necromancer.
Even though necromancers maintain their stature it does not mean their "Saved" their life as a walking shambling corpse is just lengthened

-Necromancer troop tree?-            -> Void
Acolyte -> Necromancer -> Lich ->
                                                    -> Immortal

And the rest is up to you....



Would be interesting if it was changed with your religion what you could do about it. For instance Natural philosophy could try to find a way to kill/ Re kill/ What have you the zombies without losing a bunch of men hunting them down to the man/zombie/lich. But it may take a few days/Months/Years for it to be done and during that time there are well zombies marching about.
 
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