Author | Thread: Evil Chapel? |
NomNomNom Posts: 41 Location: Hans Mina Magus Age: 145 years old
| Message #26278 Posted: Feb 24, 2009, 7:20 pm |
Just wondering why St. Alfred's Chapel only allows you to donate to good. An evil chapel would aid anyone wanting to reverse a previously positive alignment, and would add to the roleplaying element. If there are concerns about why a chapel could be openly evil, it could be hidden and discovered only through a quest. Maybe invite only. Putting this newly evil chapel in a separate town from St. Alfred's would also give a geographic element to the game, something to spice up the decision to move your workshop. |
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laidanPosts: 1158 Location: Mottonsborough Magus Age: 120 years old Clan: OASIS | Message #26279 Posted: Feb 24, 2009, 7:25 pm |
I seem to remember mention of such a thing existing but being hard to find? Or maybe that was just an idea... |
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CommComms Posts: 392 Location: Daylsfeld Magus Age: 127 years old
| Message #26281 Posted: Feb 24, 2009, 7:33 pm |
MAGIER has seen to it that if you head far south, just past the swamp, you might find an open field around a large pile of particularly evil ashes. |
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NanashiPosts: 1115 Location: Asylum Magus Age: 126 years old Clan: OTAKU | Message #26298 Posted: Feb 24, 2009, 9:47 pm |
CommComms said: MAGIER has seen to it that if you head far south, just past the swamp, you might find an open field around a large pile of particularly evil ashes. Your ex-wife, I take it? |
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Sconibulus Posts: 664 Location: Shuul Magus Age: 123 years old
| Message #26311 Posted: Feb 25, 2009, 1:33 am |
Donation is a good task, it's the giving of something at cost to yourself towards the benefit of something greater... but CC has an idea... Maybe evil people can attack the chapel, and good people can pay for it to get guards and for repairs... the balance in that would be difficult, but it might be worth it. Maybe whoever is winning (whether the chapel is built or destroyed at a given point) gets a minor, 5-10% boost on working wage? This could apply only to those at a +-3 rating, which I think is Evil and Pure of Heart, but I might well be mistaken. This also might make people gravitate away from Neutral, which could be interesting. |
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NomNomNom Posts: 41 Location: Hans Mina Magus Age: 145 years old
| Message #26334 Posted: Feb 25, 2009, 6:41 am |
Sconibulus I love the idea of making St. Alfred' interactive. I also love the idea of a global effect, it makes the world seem real, that there are things other than the player at work. Maybe adding an evil chapel with the same options (attacked by good, guarded by evil) would help with the alignment issue. Too many players are trying to keep a low profile playing neutral. Keeping with my geography idea, perhaps good players within a certain distance from St. Alfred's would receive a separate minor bonus and the same for evil players at their chapel? |
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Echothrice Posts: 98 Location: Villuno Magus Age: 123 years old
| Message #26372 Posted: Feb 25, 2009, 8:42 pm |
Good...vs. evil? Now that is so crazy it just might work. At the very least, it would make things a little more interesting. |
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