Author Topic: Rejected: Banditry option for adventurers  (Read 1170 times)

pcw27

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Rejected: Banditry option for adventurers
« Topic Start: November 23, 2018, 07:47:18 AM »
Title: Banditry option for adventurers

Summary: Give adventurers the option to act as bandits stealing from people by brute force.

Details: Why hunt monsters and undead when people are so much less formidable? Adventurers gain a new option "Commit Robbery". Mechanically it works like hunting, only instead of finding monsters and killing them you find people and rob them, only killing them if they resist. In this way we can just put new flavor texts onto the existing template. The act generates the same average amount of gold, silver and items, but is slightly less dangerous than hunting monsters and undead. If we wanted to go into more detail there could be two options "Rob Peasants" (low risk low reward) and "Rob Merchants and lower gentry" (high risk high reward). The other difference is instead of affecting the region's monster and undead spawn rate it has a chance of reducing morale, production, realm control or loyalty and of course you may kill a few people that refuse to part with their valuables. This act could also occasionally result in loss of honor and prestige. In addition the lord's daily region report will include "peasants report that a bandit has been robbing peasants (or merchants and lower gentry)". Banditry could even include the same hunting report feature as regular hunting, allowing groups of adventurers to operate as a bandit gang.

Benefits: Drives player to player interaction particularly between adventurers and nobles but also between adventurers and other adventurers and nobles and other nobles. Imagine for example two adventures are in a region. One is hunting monsters and undead like a good freeman, the other, a nasty outlaw is acting as a common highway robber. The lord is away at war, so he asks for his knight to find and arrest this troublesome bandit. Unfortunately he grabs the wrong one! The poor commoner pleads his case to the realm's judge. The judge tortures him and discovers he's telling the truth so he lets him go. Now that adventurer is furious. He finds the outlaw who got him into this mess and challenges him to a duel. The good freedman wins and the wicked bandit is slain, his body is left to rot by the wayside on the very road where he used to commit his banditry.

This could also drive intra and extra realm conflict. Rival regions or duchies might encourage bandits to harass their hated neighbors. Wandering bandits crossing realm boarders could provoke wars.  During a war the realm might intentionally send its adventurers to act as brigands in enemy lands.

Potential Drawbacks: The impact will need to be carefully adjusted so as not to be over powered. Catching a bandit will be a challenge since adventurers move differently from nobles. The act of hunting them down could be a lot of fun, but they can't be destroying a whole region in the meantime as this would ruin the fun, be unrealistic and be potentially game breaking.
« Last Edit: November 26, 2018, 10:56:42 PM by Wimpie »

Anaris

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Re: Banditry option for adventurers
« Reply #1: November 23, 2018, 02:49:46 PM »
Nope.

This is the sort of thing that would lead people's default reaction to seeing an adventurer to be "beat, arrest, execute".

Then the adventurer game wouldn't be any fun at all.

(This has been requested many times before, and rejected each time, both by Tom and by me.)
Timothy Collett

"The only thing you can't trade for your heart's desire...is your heart." "You are what you do.  Choose again, and change." "One of these days, someone's gonna plug you, and you're going to die saying, 'What did I say? What did I say?'"  ~ Miles Naismith Vorkosigan