Originally Posted by Lacrymas
No, I don't mean anything specifically related to D:OS2. I was just showing you that there can be deterrents outside the mechanics of the game. It was just an extreme example. A logically reacting world is enough reward for your choices, otherwise it leads to gaming the system. It doesn't matter if some people will ignore the role-play, they'd have enough ways to game the system. Role-playing is for its own sake. Though being tortured and killed because you did something that logically would lead to that would be cool :p


Hm. If we were talking about table-top roleplaying, I would agree with you, but DOS2 is rather far from that. In a game like DOS2, you need both a sense of role-play and choices that matter and a mechanical game system that you can "play", otherwise it would essentially just be an advanced "choose your own adventure" type game. Now, there's nothing essentially wrong with those games, but it's not what we're talking about here.

The problem is that Source stealing gives considerable benefits in that latter system, and that needs to be balanced somehow. What I'm proposing is to use "karma" as a purely mechanical system except in rare circumstances, where it makes sense that it affects dialogue.


My name is Ahnion, dammit---with a grave accent on the i!