Desdemona2005-02-14 04:56:37
In spirits of trying to change Karma, I am starting this post giving some ideas as to how Karma can be changed. All of you are free to post ideas on how Karma can be changed, but not eliminated. Furthermore, if any moderator notices that this thread is reduced to flaming, I humbly request they lock it. Thank you.
Basically I believe that Karma on Lusternia should more clearly be influenced by the actions someone does. Good karma should be achieved also by doing good deeds, like Healing someone. Bad deeds like killing someone should eliminate a large sum of Karma, for killing is bad... about 10 Karma.
In any case, I think there should be various quests giving Karma by performing good deeds: giving some food to a hungered animal, giving a pot of gold to a bum, chop a tree for an old woman wanting lumber, delivering a letter for two love birds, helping recollect the harvest... in other words, more simple quests should be integrated generating positive Karma.
Also, the Curses shouldn't be too powerful as being as they are (i.e. no getting 100% from Harmony curse). Also, Karma should only be affected and detected while on Prime, no other plane should have an affect on it.
Karma limit should be reduced to about 55, so people don't abuse of blessings nor curses.
This are the slight changes I could come up with... feel free to add. Anyway, I'll modify this later.
Basically I believe that Karma on Lusternia should more clearly be influenced by the actions someone does. Good karma should be achieved also by doing good deeds, like Healing someone. Bad deeds like killing someone should eliminate a large sum of Karma, for killing is bad... about 10 Karma.
In any case, I think there should be various quests giving Karma by performing good deeds: giving some food to a hungered animal, giving a pot of gold to a bum, chop a tree for an old woman wanting lumber, delivering a letter for two love birds, helping recollect the harvest... in other words, more simple quests should be integrated generating positive Karma.
Also, the Curses shouldn't be too powerful as being as they are (i.e. no getting 100% from Harmony curse). Also, Karma should only be affected and detected while on Prime, no other plane should have an affect on it.
Karma limit should be reduced to about 55, so people don't abuse of blessings nor curses.
This are the slight changes I could come up with... feel free to add. Anyway, I'll modify this later.
Olan2005-02-14 05:07:03
QUOTE(Desdemona @ Feb 13 2005, 09:56 PM)
Good karma should be achieved also by doing good deeds, like Healing someone. Bad deeds like killing someone should eliminate a large sum of Karma, for killing is bad... about 10 Karma.
In any case, I think there should be various quests giving Karma by performing good deeds: giving some food to a hungered animal, giving a pot of gold to a bum, chop a tree for an old woman wanting lumber, delivering a letter for two love birds, helping recollect the harvest... in other words, more simple quests should be integrated generating positive Karma.
In any case, I think there should be various quests giving Karma by performing good deeds: giving some food to a hungered animal, giving a pot of gold to a bum, chop a tree for an old woman wanting lumber, delivering a letter for two love birds, helping recollect the harvest... in other words, more simple quests should be integrated generating positive Karma.
49722
I disagree with this modification...this is essentially hardcoding ethical choices and preventing RP if people want to work within the karma system and not be cursed. Lusternia is a realm where there aren't absolutes to morality, in terms of how the cosmos aligns, and we're all free to pursue our own beliefs. Why should people who don't believe in 'good' be forced to do 'good deeds' in order to not get cursed?
Why limit people's role play and personality, and force everyone into a lovey-dovey conception of world wide morality as the backbone for a PK control system? So we can kill PK and RP in one foul swoop?
Unknown2005-02-14 06:06:48
EDIT: Gah, Olan beat me and said it better. Just read his post again then skip past mine.
Lusternia has no such 'ethics code'. Imposing one would go against the current RP by imposing another currently non-existant 'code' on top of everybody else's RP.
Lusternia has no such 'ethics code'. Imposing one would go against the current RP by imposing another currently non-existant 'code' on top of everybody else's RP.
Desdemona2005-02-14 16:34:07
Psh... if you want to then engaging on a hit-man mission could be considered as a good deed. Karma mission: Slaughter for Orc X a band of opposite orcs. Get a flask of poison from Witch and deliver it to Prince and poison it. Go kill Megabeast terrorizing the doxy house of a near vecinity. Help Dwarf Master get drunk by stealing alchohol from the neighboors and make sure to kill all witnesses. Basically by good deed you could reffer to "helping" someone out, not necessary do things that could be considered inherently good. My point was to simply give some examples for Karma quests.
Edit: I want to point something out... if for your Karma quests like the ones I suggested before were aiming to stablish ethics, or whatever... consider this: You would only be doing this quests completely out of personal interest, because you can benefit from the quests so you wouldn't even care on whom you helped, as long as you got something out of it. Good deeds don't necessary harbor the best of intentions.
Edit: Another quests: Help the village fool punish his master for total abuse. Steal a gold bracelet from the sheriff and give it to the local gang of bandits. Promise fishing something for a poor guy who is famined, and run away with his pole just to deliver it to the most wealthy of fishermen... etc.
Edit: Another quest, help the local rascal bribe the village officer onto not sending him to jail. Help evil alchemist capture some endangered species of rabbits for his experiments.
Edit: Help down the marauders burn down the local farm, enter to retrieve all spoils from the ashes of the farm and give it to marauder leader.
Also, there could be counter quests, for every quest. Kill the marauders for the farmer reward: 1 gold 2 karma. Make the evil alchemist become the victim of his own experiment, reward: 2 karma and rabbits to roast. Help the Master further humiliate the fool, reward bunch of laughs and Karma. Help the sheriff arrest the bandits: reward Karma and a sheriff to mug. Kill the wealthy fisherman and give all the produce to the famined fishman, reward Karma and food... kill the fisherman, he's got the fish. Help village offiicer lynch the village rascal, reward ridding yourself of nuisance and karma. Kill dwarf Master for getting drunk and instead give his money to the neighboors for all the "free" drinks Dwarf Master had. Extort the Prince onto getting a dagger from him, poison dagger and kill witch, in the meantime also kill prince. reward: gold and karma. Kill the orc for conspirating against the orcs, reward karma and more orcs to kill. Abduct harlots from the doxy house and take them into Megabeast's lair.
Edit: I want to point something out... if for your Karma quests like the ones I suggested before were aiming to stablish ethics, or whatever... consider this: You would only be doing this quests completely out of personal interest, because you can benefit from the quests so you wouldn't even care on whom you helped, as long as you got something out of it. Good deeds don't necessary harbor the best of intentions.
Edit: Another quests: Help the village fool punish his master for total abuse. Steal a gold bracelet from the sheriff and give it to the local gang of bandits. Promise fishing something for a poor guy who is famined, and run away with his pole just to deliver it to the most wealthy of fishermen... etc.
Edit: Another quest, help the local rascal bribe the village officer onto not sending him to jail. Help evil alchemist capture some endangered species of rabbits for his experiments.
Edit: Help down the marauders burn down the local farm, enter to retrieve all spoils from the ashes of the farm and give it to marauder leader.
Also, there could be counter quests, for every quest. Kill the marauders for the farmer reward: 1 gold 2 karma. Make the evil alchemist become the victim of his own experiment, reward: 2 karma and rabbits to roast. Help the Master further humiliate the fool, reward bunch of laughs and Karma. Help the sheriff arrest the bandits: reward Karma and a sheriff to mug. Kill the wealthy fisherman and give all the produce to the famined fishman, reward Karma and food... kill the fisherman, he's got the fish. Help village offiicer lynch the village rascal, reward ridding yourself of nuisance and karma. Kill dwarf Master for getting drunk and instead give his money to the neighboors for all the "free" drinks Dwarf Master had. Extort the Prince onto getting a dagger from him, poison dagger and kill witch, in the meantime also kill prince. reward: gold and karma. Kill the orc for conspirating against the orcs, reward karma and more orcs to kill. Abduct harlots from the doxy house and take them into Megabeast's lair.
Unknown2005-02-14 17:57:42
I was considering the fact that everyone now needs to do essentially the same quests to obtain karma. It doesn't make RP sense for an "evil" person to gain karma for helping a lost faeling or for a "good" person to kill a dwarf and offer his corpse to a dark mage or for a "nature" person to chop down trees for lumber.
Perhaps it would be better to have different karma pools and the various quests may add or subtract some amount. (The simple way is to have positive and negative points in a single pool.) You may spend your positive points for blessings or your negative points on anti-blessings. Just as Necromancy is in opposition to Celestialism, these blessings and anti-blessings could be equal and opposite in their effects.
Perhaps it would be better to have different karma pools and the various quests may add or subtract some amount. (The simple way is to have positive and negative points in a single pool.) You may spend your positive points for blessings or your negative points on anti-blessings. Just as Necromancy is in opposition to Celestialism, these blessings and anti-blessings could be equal and opposite in their effects.
Desdemona2005-02-14 18:23:05
That is why you create diverse types of quest and try to implement counter-quests on them, too. You know, like go one way or the other. That way it is completely opened and it doesn't necessary counter whatever your character is supposed to represent. So a forestal would feel weird cutting trees, he kills the old lady to stop her from cutting, or helps the a furrikin hermit plant new trees. And other things like that.
Good and evil, imo, are void from Karma quests, cause in the long run you are engaging on the quests to help only yourself, so to do that you will do what you will have to do.
Good and evil, imo, are void from Karma quests, cause in the long run you are engaging on the quests to help only yourself, so to do that you will do what you will have to do.