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Faction #16 The Cult of the Dark One
#30
(02-09-2020, 04:32 AM)DreamWeaver Wrote: Maybe what you do Davin is let the player play a Beta-Test Cult declared clan and see what happens. Maybe you will see how the Boogie-Men can be played in the game to scare the pants off of others in the game. Fear does make for a rather good plot line at times. Give the player a chance to give it a try and see what developes. Maybe he might surprise you.

That's a possibility, but I still worry about him causing such a nuisance that he gets targeted and wiped out and can't have any fun that way.  (I don't worry about him becoming a target, just that he won't have any fun playing.)  The only situation that I can see evil clans maintaining an active presence in the game is if the faction is its own organized big-box empire with built-in perks like the ones we're discussing taking away from the Imperials because it is unbalancing.  Picture the Thulsa Doom Snake Cult from the old Conan movie, for example.

I'm expecting to have some of the evil (NPC) factions build themselves defensible temples and the like to give them a base from which to operate and a target for the players to deal with, but not that major and not game-unbalancing from the other players' perspectives.
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RE: Faction #16 The Cult of the Dark One - by Davin - 02-10-2020, 06:13 PM

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