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Old September 26, 2020, 12:30   #3
Dean Anderson
Join Date: Nov 2009
Posts: 166
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Originally Posted by archolewa View Post
Sounds kind of reminiscient of TOME2's god system. I'm assuming you're drawing a lot of inspiration from that?
Actually, I've never played TOME2 (or TOME for that matter), so any similarity is coincidence.

1. I think having gods lose favor when you kill things is going to be a giant PITA unless you're really careful with how you implement it. Bands involve killing lots of things. And just avoiding enemies unless you teleport them away is *really* annoying since they hound you relentlessly. For this reason, Yavanna is a kind of terrible god in TOME2 because she doesn't like it when you kill animals, and there are a lot of animals in the early game. To mitigate this, one of the first benefits you get at a certain piety level could be that the monster that god likes becomes neutral to you, or is just less likely to spawn.
Good point. The thing that I'm trying to achieve is that you can't simply have all the gods liking you. There must be some kind of mechanism that will slowly push gods into disliking you to make you want to seek out ways to mitigate that - I don't want it to be all carrot and no stick.

One thing I'm thinking is that perhaps favour could be a zero sum game, in that your total favour always stays the same - when you gain favour with one god you lose it with their rivals. That way there don't have to be creature types that will specifically annoy one god if you kill them, but if you keep killing the creature types that a particular god hates and gain lots of favour with that god your favour with all the other gods will slowly decrease as they get jealous.

There could also be a default where over time the favour of all gods slowly reverts back to a default neutral resting state.

What you *could* have instead of gods not liking it when you kill things is that there are certain sacrifices that gods don't like. So, the god of war doesn't like it when you sacrifice weapons (he wants you to use those to fight), but he does like it when you sacrifice scrolls of teleportation or other escape items (since then you're basically saying "I commit to fighting my enemies, not running away"). Then a part of learning the gods is learning what each god likes and dislikes. It also adds some tactical considerations based on your playstyle, and which items you can most afford to sacrifice.
That might work if you generically sacrificed items to the gods in general - so a sacrifice might please one god but annoy another - but I think that if you're sacrificing items to a specific god then you'd only ever sacrifice the things they like and you'd never lose favour.

2. It might make sense to have the god you're worshiping punish you for misdeeds, but other gods punishing you just feels like it would be more unfun than fun. For one thing, pissing off some gods is going to be unavoidable, so you'll have to be very careful to balance things so that they don't become a random "you're dead now" event. For another, if pissing off one or more gods does eventually lead to a "you're dead now" event, then that's going to encourage tedious sacrifice scumming.
Yeah, the effects of gods disliking you need to be quite low-key. They should be nowhere near the "smite you dead" level.

A mix of passives and abilities probably makes the most sense, with each god getting different bonuses. You can look at DCSS' god system to see what they do. DCSS actually has a very interesting and deep religion system with a variety of different gods with different abilities.
A number of favour thresholds, some of which give passives and some of which give actives is probably best.
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