Friend or Foe Identification

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17 comments, last by TechnoGoth 19 years, 10 months ago
The problem with that though is how do balance law and moral, duty and honor? Would following unjust laws raise you law and lower your moral?

For instance in your example, say you where a paladin protecting the sheiff of Nottingham or better yet prince John. Suddenly Robin hood shows up and attacks the prince, you intervine and kill robin hood. Is that an evil act? You as the paladin were obeying your code of ethics and the laws of the land. Even though Prince john may be evil, he is still the head of the country and you are duty bound to protect him. Like wise Robin Hood may help the peasents and be considered good he still attempted to attack the prince someone you are honor bound to protect.


quote:
WHy not just make bad guys look like bad guys--scruffy, ugly, suspicious, etc. Good guys are dressed more colorfully or clearly identified as a soldier, a farmer, etc. Bad guys are in dirty rags and obviously live in he woods. Or maybe they wear lincoln green?

If you won''t have a good guy/bad guy dichotomy, there must be a way to guage aggression. Maybe stance, or something less obvious, like the drug-users in True Crime not making eye contact with you.


True, a way is still needed to determine another characters intent but basing you judgement entirly on appearence isn''t a good method to judge people. Afterall just because someone is dressed in black doesn''t make them evil.



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"Fate and Destiny only give you the opportunity the rest you have to do on your own."
Current Design project: Ambitions Slave
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Much has been discussed since, but I wanted to comment on TechnoGoth''s earlier thoughts..
quote:Original post by TechnoGoth
Ahh, but with this you run into problem of premptive attack. The peasents see you walking towards them clearly armed with a rather large sword, they jump to the conclusion that you must be a bandit and so they attack you before you can attack them.
Indeed, but as I said, the possibility can add to suspense in the game, and increase the intrigue factor of the attack itself.
quote:But that makes the assumption that everyone is either good or evil.
But one could always extend the basic system to incorporate a technically "neutral" style of play.
quote:lol, this makes me think of some kind of film noir style soliloquy system, where there is text box somewhere on the screen displaying the characters thoughts.
...
The men where dressed in worn leather and carried bows and arrows. They could have been simple hunters but something about the situtation just smelled wrong...
Here''s a cool idea... somehow give the player "intuition" bits to help them "feel" a certain way about a situation. Dunno what that might be off hand -- maybe a darker aura around the subjects or a text box like you said. Or -- of course! -- a musical score with subtle but foreboding minor tones.

Anyway yeah, I like it a lot. The trick is not giving the player TOO much, and previously giving them plenty of encounters with well-meaning characters in situations like this, so that even the hints are not trusted... since the typical player''s first instinct is to kill-on-sight, a bit of retraining is necessary to exploit the scenario to its full effect.
---------------------------Brian Lacy"I create. Therefore I am."
The difficulty arises comes from trying to stick to the strict concepts of Good and Evil, and applying them to a more gray-shaded world or story.

If in your game, you play a holy, unselfish saint trying to stop a horde of demon-summoning baby eaters...then Good and Evil can be applied pretty easily. However, if your character is a royal soldier who's simply defending his kingdom's borders from bandits or trolls, then that's not exactly a "Mission of Good".

Your soldier may be dutiful, loyal, honor-bound, and even a nice guy. But if you try to make him "Good" in the grandest sense of the word, then he probably wouldn't be out in the wilds kicking ass. Or if he did, he'd probably reserve his wrath for true Evil, most likely sparing underlings or hungry monsters.

Your best bet would be to not worry too much about Good vs Evil, but maybe rather focus on Law vs Crime, or Faction-1 vs Faction-2 (ie, two warring kingdoms). If your character's motivations are his duty to his kingdom, then you can justify slaughtering a disgruntled mob that may or may not be dangerous. However if your character's motivations are ultimate Good...then you're going to have a rough time justifying most all "gray" matters.

[edited by - Veovis on May 19, 2004 5:11:12 PM]
quote:Original post by TechnoGoth
The problem with that though is how do balance law and moral, duty and honor? Would following unjust laws raise you law and lower your moral?

For instance in your example, say you where a paladin protecting the sheiff of Nottingham or better yet prince John.


You couldn''t be a such a paladin in the roleplay sense of the word. A paladin must be lawful/good, meaning that (s)he both follows the ruler''s law and is "global-scale" good. There can not be paladins standing in for a system that hurts people. That''s also why most - if not all - paladins are followers of a clerical institution, they circumvent the first alignment component by making it a divine one, thus acting on a globally "good" scale in both contexts.
See, I don''t like that, according to the logic you can''t be a truely good person and live in society with unjust laws. The paladin could be honor and duty bound to protect a corrupt and evil king, he would simply be refuse to particapte in any evil acts. He woulds simply protect the king to the best of his abilites, that doesn''t mean he also goes around beating up babies. The king would have other people on staff to handle those matters.

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"Fate and Destiny only give you the opportunity the rest you have to do on your own."
Current Design project: Ambitions Slave
Okay to get things back on the original track. Lets forget all about alignment and morals and get back to friends and foes.

Now a way is need to tell which is which.

As earlier stated there could be an intuition and judgement test. The results of this test would determine you characters opinions the npc. This could be represented by an auras, a simple circle around the base of all npcs the colour of the circle determines what you perceive the npcs reaction to you is.
Green for friendly
Red for Hostile
Blue for Afraid
Yellow for Intrigued
Purple for Suspicious
Grey for Neutral

Now again the problem of intent comes into play, here this would simply be a way to determine reaction not intent. After all the group of bandits could be very intrigued by you. So would it perhaps be better to show intent rather then reaction?

Should there be anything further to aid the player in making their decisions on whether or not the npcs are friends or foes?

One other aid could be environmental clues, but those would be rather situation specific.




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"Fate and Destiny only give you the opportunity the rest you have to do on your own."
Current Design project: Ambitions Slave
quote:Original post by TechnoGoth
As earlier stated there could be an intuition and judgement test. The results of this test would determine you characters opinions the npc. This could be represented by an auras, a simple circle around the base of all npcs the colour of the circle determines what you perceive the npcs reaction to you is.
Green for friendly
Red for Hostile
Blue for Afraid
Yellow for Intrigued
Purple for Suspicious
Grey for Neutral


That given scale would basically call for a two-dimensional rating scheme. Determine friendly/hostile and then the strongest of the remaining ones. Someone could be generally friendly towards you, but also afraid, intrigued and suspicios at the same time. The possible attributes would of course have to be tailored towards the nature of the game to avoid unnecessary complexity.

Generally, having a primary "friendly/neutral/hostile" primary reaction seems sensible and pretty much generic to me. Perhaps make it gradual, e.g. on a scale from 0 to 100 with 0 being hostile, 50 neutral and 100 friendly. That could be worked into a faction system with certain biases between factions (faction A is friends with faction B resulting in the reaction getting a +25 bonus or something).

quote:
Now again the problem of intent comes into play, here this would simply be a way to determine reaction not intent. After all the group of bandits could be very intrigued by you. So would it perhaps be better to show intent rather then reaction?


Intent should IMHO only be shown when it''s obvious, e.g. people cheer at you, start drawing weapons, etc. Someone might be your strongest supporter but still shy away from coming to your aid in a fight when (s)he thinks it''d be unwise at the moment. Perhaps an emphathic character could "foresee" actions by being granted an intent check a short time before actual action is taken. This would need a system in which some basic "drive" ist accumulated up to an acting threshold, for example being close to a hostile character would increase the char''s "attack drive" over time until it discharges. An emphathic character would have a chance to register the drive getting close to the threshold and run away, a non-emphathic character would just see the outcome.
Just a thought. I think that the D&D system is on the right track, it just needs one small addition: lawful/chaotic should be more like "loyalty", towards each different faction. So you''d have a "gauge" for good/evil, and then another one for loyalty for each faction. A paladin would be generally good since he generally doesn''t like hurting creatures and being mean, and he would be loyal to the people he protects, and have a low loyalty towards the orc and evil creatures. Robin Hood would be also good, but loyal to the farmers and not loyal to the duke of what''s-its-name A thief that steals to survive would still be counted as neutral (not good or evil) as long as he doesn''t kill "for fun". I think this wouldn''t be too complex and it would still manage to overcome most of those problems you described.
The diffrent colors would show the what the main character percives a npc''s reaction to them is, they don''t see hostile and afraid, they see which ever reaction is strongest. So it would not tell you if the npc is a foe so much as what their most intense emotion towards you at present is.

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"Fate and Destiny only give you the opportunity the rest you have to do on your own."
Current Design project: Ambitions Slave

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