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Evan Miller edited this page Jun 8, 2021 · 1 revision

Actions

Good

  • Win a race with a fast car
  • Help towns people fight off the creatures
  • Buy from merchants
  • defeating enemies
  • completing quests

Evil

  • theft
  • violence to friendlies
  • robbing a bank
  • harassing or harming others

Repercussions

good

  • If really really super good, something bad happens to the player
  • lower prices from merchants
  • title or gift or knighthood
  • good creatures like you

bad

  • If really really super bad, something good happens to the player
  • jail/prison when in town
  • payback / confiscation
  • can't shop at all - people scream thief
  • evil creatures like you

necessary evils

  • enemy turkey, must be killed to take velociraptor.

Idea 1

We have a basic counter for good and evil deeds. When the player does a good thing we increment the good counter. When the player does an evil thing we increment the evil counter.

Should we call this karma?

good_counter = 0 # goes up when we do good

evil_counter = 0 # goes up when we do evil

future ideas

We can make the good/evil dichotomy more granular if we wish:

empathy_counter = 0 # go up when we are empathetic

theft_counter = 0 #

violence_counter = #

friendship_counter = #

greed

gluttony

courage

bravery

honor

peace

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