Thanks you all for the thoughtful replies.
Psyco Josho said:
Another thing to add would be motivation: WHY you decided to accept/decline your quest-giver's money. ...snip...
I agree that intent matters, and it's possible that when undertaking some actions the player could decide between two (or more) identical actions that have different intents, which would have different effects on his traits. Accepting a reward for a completed quest would not necessarily increase the character's Greedy trait, since desiring fair pay for hard work isn't greedy. If the quest giver was the elder of a poor town and demanding the reward would mean the town can't buy medicine and food for the coming winter...
that would be greedy to the extent that the character's Greedy trait would rise.
JimmyBassatti said:
You could always, you know, just make it simple...
Evil ------------------- Good
"You Steal Shit" - "You Don't"
"You Kill Shit" - "You Don't"
"You Rape Shit" - "You Don't"
Kidding, of course.
OT: Why do we need this uberperfect system? Why can't we just keep using the Fallout 3 system?
To some extent that's actually what I'm proposing. The difference is that it's not virtuous simply to refrain from lying... it's choosing to tell the truth when you stand to gain from lying, or choosing to tell the truth when it will hurt you personally that increases your Honest trait.
Greyfall said:
My apoligies, I wasn't very clear with what I meant.
I was just trying to call attention to a Robin Hood sort of case where, if one steals only from the rich and gives to the poor, the spiral-modifier will have beggars hate him for being a vile thief despite his charity towards them. Perhaps the effect on your morality should be based on the morality of your opponent? If you kill a mass-murderer, shouldn't your evil penalty be reduced?
The Robin Hood scenario could still exist. A character who steals would find his Deceitful and Greedy traits rising. Stealing from people who can "afford" the theft would cause a smaller increase in the character's Greedy trait, since it causes less suffering to the victim. If the character then turns around and gives the majority of the pilfered goods to the poor, his Generous trait will rise (and reduce his Greedy trait, since they're opposed). Therefore, the character's two most prominent traits would be Deceptive and Generous, both of which I think describe Robin Hood well.
Gormourn said:
I'm amoral. So, none of the morality systems will ever work for me. I don't see greed as something bad. You shouldn't be ashamed of who you are or what you do. And most games really make me laugh with their moral reasons for slaying those goblins/kobolds/whatever. How are they ever worse? Especially in situations where humans initiate the conflict. And no diplomacy happens. So pretty much as long as it's for humans, it's totally good. Fuck no.
Drop morality, and replace it with realistic actions. Some people might be afraid of you depending on your actions and how well known they are - because you CAN be a nice, soft-spoken secret killer. It happens all the time in real life, a serial killer doesn't have to be a raving madman. They can often be absolutely nice people on the outside, especially to those who aren't their victims.
Morality is too subjective. Robin Hood type of character is not necessarily good in everyone's eyes. No matter how much I might dislike nobles of any kind - fictional or not, it doesn't make it right to take their stuff. Especially in those cases where they've earned it. Robin Hood was noone but a thief. If you take someone's money by force and use it on what you consider "good deeds", you are still a bloody thief.
I agree on several points, though if you're truly amoral I hope you don't live near me.
Killing would rarely be considered a good act under this system. If you initiate combat, you will usually increase your Violent trait unless you have a good reason: if the targets are bandits attacking a caravan, or the target is a demon/dragon/other inherently evil creature, if it's self defense, etc. Going to a goblin camp and slaughtering everyone would still be a Violent act, even if goblins are generally known to be evil.
I've decided that a fame system is important as well, for determining whether people are aware of your virtue/evilness. Fame and infamy would track how aware people in an area are of your deeds. This means that if you're an evil bastard but can successfully hide your crimes, you can appear to have a virtuous face to all but the most perceptive of individuals (who can see the corrupt heart beneath the facade).
No matter what, Robin Hood under this system would have a high Deceptive trait, the trait I would consider most closely associated with thieves. People who knew his true nature would still consider him a thief.
4RT1LL3RY said:
I want a morality system that will let me do all the good missions, while still being evil, and tell me I am evil like a politician or Lex Luthor. I want to be good in the eyes of people, but secretly be a horrible person killing hundreds of people, just covertly.
Fallout 3 had a horrible system. One dimensional systems always fail.
I want a game that has a two-dimensional system. One being how everyone sees you, and the other that is how much of a true psychopath I like to play as.
Moral choice systems in games are hard to make good decent not horrible. When one gets close I will applaud it for doing the insanely difficult.
Yes, Fallout 3 had a 1-dimensional system and it really annoyed me. Especially when Three Dog would spend his time praising my virtue, then immediately turn around and talk about a horrible crime I committed. With my system you could perform virtuous, public quests to build your fame while at the same time running a criminal organization embezzling from all the guilds in the city and the poor-box at the church.
WickedArtist said:
After reading through the original post and going through the several responses, I'm still missing the answer to one crucial question: what is the purpose of this morality system in respects to the game?
This isn't an objection to the existence of the system, but before any system can be designed and refined, the purpose of that system needs to be defined; "Necessity is the mother of invention" and all that. Otherwise, everyone is just shooting their opinion in the dark with no idea of how your system is supposed to serve the game. This hasn't been clearly and unambiguously defined (and if I missed it, feel free to slap me over the head).
There are a few purposes. One that has already been mentioned is to eliminate the way a player can whitewash major crimes with minor virtuous deeds (or vice versa, to a lesser extent). Another is the cool factor of being able to define an intricate and interesting in-game persona, that's more than just a single integer along a line. When someone's evil, I want to know what kind of evil they are. I think it could add a lot to the way the PC interacts with NPCs and the world at large.
TsunamiWombat said:
EX: Fallout's Karma system, where 'evil' actions earn you bad Karma, which leads to different interactions with NPC's (for the positive or negative), or a specific tag (ex. Child Killer).
Actually, Fallout 2 is an inspiration for this system. I just wanted more than it gave. I want to be able to look at my character info page and see the listed traits the same way I could in Fallout.
TsunamiWombat said:
PS: I'm not sure how you can be peaceful and cruel at the same time but it sounds awesome. Looking at it from an RP perspective i'd like to see them broadened so every good character could have flaws. Perhaps add a 'Shades of Grey' list of traits, such as Lustful, Greedy, Proud, Stubborn, Thoughtless (un-empathetic, tactless), jealous.
"I'm afraid your words concerning our order were poorly chosen," the monk said, turning his back on the man as a serene smile crept onto his face. "Our order owns the land you work to feed your family and I'm sorry to say you're no longer welcome on it. Perhaps you'll be able to beg for food when the winter comes, but I care not. Oh, your daughter is sick? You can use that to draw a few pity coppers from the purses of passers-by with her shivering in the snow next to you."
You could be a good character overall, and still have a few evil traits. The point of this system is that you can have a complex hero with a mean streak (moderate Cruel trait) or an otherwise virtuous paladin who is enraged by evil and feels compelled to destroy it (moderate Violent trait).
Lustful would probably fall under Hedonistic (I originally had an evil trait called Depraved that covered deviant sexual behavior, but I don't want to write quests or events related to rape). Greedy is already covered, and I think jealousy is covered by Greedy as well. Stubbornness could potentially make it as a neutral trait. Pride could be combined with the opposite of Egalitarian to produce an evil trait concerning the desire for everyone else to be subservient (names I thought of include: Authoritarian, Controlling, Imperious, Tyrannical).