- Joined
- Aug 10, 2013
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...Because not everything has to be about combat, or even have any real benefit to the player. I'm thinking of items/accessories that will do bizarre/interesting/borderline pointless things for the player. They could have the ability to possibly open up sidequests by opening up new aspects of the game, or just grant access to a little more story that can be discovered. Of course, there should be a reason for the items' existence in terms of lore; coll backstories are half the fun for these things. As I'm very slowly trying to build up my scripting ability, I'm finding it a great motivator to think things up and then struggle to work out how they would be coded. Ideas I have already implemented are:
Necromancy Ring: When equipped by a member of the party, any 'ghost' events will be visible, and can be interacted with. They could grant sidequests, or add some flavour to a town. So that old man you see talking to himself on the park bench? He's talking about his departed wife, who's sat next to him, who wishes he could let go and move on.
Truename Ring: Doesn't do anything, other than show a person's real identity in a namebox when you talk to them. Ever wondered what random shopkeeper X's name was? Now you can find out! Pointless, but kind of neat.
Pandora's Box: You can place items inside this box, which will then be unrecoverable. Seems like a defective item, but feed it enough items and...?
This kind of thing generally works better with pen-and-paper RPGs as there is so much more flexibility, but why should they have all the fun? Or would having items with no immediately obvious mechanical benefit annoy you? I'd also love to hear what item ideas everyone has tried to implement themselves, or admire from other games (Wabbajack for the win!).
Necromancy Ring: When equipped by a member of the party, any 'ghost' events will be visible, and can be interacted with. They could grant sidequests, or add some flavour to a town. So that old man you see talking to himself on the park bench? He's talking about his departed wife, who's sat next to him, who wishes he could let go and move on.
Truename Ring: Doesn't do anything, other than show a person's real identity in a namebox when you talk to them. Ever wondered what random shopkeeper X's name was? Now you can find out! Pointless, but kind of neat.
Pandora's Box: You can place items inside this box, which will then be unrecoverable. Seems like a defective item, but feed it enough items and...?
This kind of thing generally works better with pen-and-paper RPGs as there is so much more flexibility, but why should they have all the fun? Or would having items with no immediately obvious mechanical benefit annoy you? I'd also love to hear what item ideas everyone has tried to implement themselves, or admire from other games (Wabbajack for the win!).


