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Crime and forgiveness

For discussing role-playing video games, you know, the ones with combat.
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Val the Moofia Boss
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Crime and forgiveness

Post by Val the Moofia Boss »

I remember the point in KCD1 that was the most exhilarating, and also broke my engagement. When I went on a mass murder spree. I started the game out as a thief, because the combat wasn't fun and I did not find the questing to be engaging. So I alternated between robbing the two smithies, and was getting quite rich. While robbing the smithy in the monastery town, I got caught and bolted for the door and wound up stealing a horse and running around one shotting dozens of guards heads with thrusts from my spiked mace. No one would mount up to pursue me. There were bodies littered across the streets and I was able to rob the empty houses. Realizing I was invincible, I decided to trot into the monastery courtyard and slaughter the dozens of people there too. Eventually my crime stint came to an end and I got caught... and merely thrown in jail for two weeks before being released, and then people would talk to me just like another normal person rather than shrieking in terror, shunning me, or trying to lynch me.

Should crime in RPGs be like allying with the Grox in Spore? If you are outted then your reputation with almost every NPC takes a massive plummet and probably cannot be recovered? So even if the law inexplicably lets you loose back out into the streets, everybody remembers what you did and still hates you?

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Last edited by Val the Moofia Boss on March 15th, 2025, 21:31, edited 1 time in total.

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Post by Valter »

Ideally yeah, but devs might not like doing that as it could greatly impact the player's ability to finish the game if everyone hates him. The player ought to realize it's a pseudo game-over and just reload. Or just make it crystal clear by having a perpetual prison sentence.
Isn't that how it's done in Skyrim? Don't the guards just refuse to sheathe their swords if you're a bad enough guy?
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Valter
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Post by Valter »

My Summer Car is ****** up about it

Just gotta wait it out in your cell pissing and eating the jailslop while bad finnish television slowly chips away at your sanity :melt:
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Post by WhiteShark »

For heinous crimes like murder, it should be extremely difficult or outright impossible to recover one's reputation. Real life would see such executed, banished, or imprisoned for life. A game with a properly open-ended approach to design would still make it possible for the player to complete the main objective even after becoming an outlaw.
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Post by Oyster Sauce »

The permabrig... home.

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Post by Valter »

WhiteShark wrote: March 14th, 2025, 18:45
For heinous crimes like murder, it should be extremely difficult or outright impossible to recover one's reputation. Real life would see such executed, banished, or imprisoned for life. A game with a properly open-ended approach to design would still make it possible for the player to complete the main objective even after becoming an outlaw.
The Nosferatu from VTMB comes to mind. The horrible, disfigured appearance that makes them a freak before society and gets them killed on sight by most people. Completely different from other clans.
And yet if the player so chooses, he can play as one. How is this taken into account? Well, figure it out loser. (in this case it's stealth away from most NPCs' sight and find your way to story-relevant ones).
A lot of the content and how you play the game is compromised, but you can still get it done. Maybe even find a fresh experience from it. :read:
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