Daily Events - do these sound like fun?

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Started by CrazyCrab 3 posts View original ↗
  1. Hi everyone,

    my current project is split into pretty much two phases, in one you're a ruler of a fantasy kingdom and have to build structures, feed your population, research new technologies (and magic, should you be interested in that) and in the other one you ''possess'' (keeping it spoiler-free for now) one of your citizens, aka ''explorers'' to go on adventures (Using an action system in this case) and gain some extra loot to improve your civilization. The trick here is that permanent death is present, so running away may sometimes be the only option, given how precious reliable workers are. 

    At the same time your people are quite a moody bunch and should you be a terrible ruler you'll see your ''Unrest'', ''Danger'' and ''Pollution'' (This one is linked more to magic / industry though) skyrocket...

    Most of the time things like these affect some other variable, like population growth in strategy game, but I wanted to make it ''more RPG'' I suppose, since it's not really as much about winning as it is about creating a kingdom that you want to create.

    Right I have planned a daily chance of an event happening, depending on how high these 3 values are, with events separated into catastrophic, major and minor. 

    At the beginning of each turn (or day, in this case) there is a chance of an event popping up, with some of them forcing you to deal with them in ways you would rather not - will you execute all troublemakers and risk the unrest growing even higher? Will you send your hopeless workers to deal with a magical outburst which will probably kill them or will you use you hard-earned gold to hire some travelling wizards? You get the drill.

    Naturally catastrophic events will be the hardest ones to deal with, including secret bosses (one of the results of a magical fallout) and even a possibility of a coup and an instant loss should you not be able to deal with it - nobody said that ruling a country is easy!

    To keep things reasonable events like this will only happen when you cross certain thresholds, so there wont be a bad event every day, unless you're really terrible. There are also some positive events around, so it's not all grim and dark.

    Other than those, there are also some neutral events that have a chance of happening - acid rain, strange snowfall, a mysterious cult coming to the city... it's a fantasy kingdom after all!

    In the end, I was going for something more realistic than flat rates to other parameters (even though there are some, not many though), as I'm not a huge fan of them and I came up with this as an alternative.

    What do you think? Does it sound like it's going to be ''fun random'' or just ''annoying random''?
  2. So, basically, it's Civilization set in a fantasy world?  Or kind of like Dwarf Fortress?

    I know the latter has an exploration RPG-ish mode, but neither of those feel RPG like to me.

    It really depends on how difficult it is to have the kingdom prosper, and how stable it is once you get it there.  The harder it is to get the balance right, the more the random events shift from "fun random" to "annoying random."

    Then again, Dwarf Fortress players are REALLY hardcore (some actually colonized the impossible area), so if you're going for that type of player, it sounds like an interesting idea.

    But casual players like me who aren't into strategy games probably wouldn't like it because the learning curve to get to a prospering kingdom would be steep.
  3. Just remember to frame such events as "hooks" for stories or gameplay, rather than as annoyances or obstacles that the player has to deal with, and they'll be a fun element of the game.  The player needs to feel good that they got the chance to opportunity to experience the event, not bad that the RNG forced the event to happen to them.