As one of the people who commented on missing the darker days of Luceti, I think maybe my words were misinterpreted a little, so I'd like to clarify.
Yes, I miss the darker days of Luceti and yes, I'd like them to return. However, I'm not saying it needs to return for everybody and result in events that you can't op out of. I understand that there are plenty of people who don't want the grimness, but let's face it, that's where the roots of this game lie.
So what I would ultimately like is the option of grimness for those who do want it. It doesn't need to be in the way that it used to be, because like many people have already stated, that wouldn't work. Yes, we can squeeze ourselves into corners and use some Plot McGuffin to have the Malnosso change their motivations, but such a thing really isn't necessary.
Something entirely different could be the cause of the tragedies. Something more selective. Things like the zombie draft, for example. Missions and drafts that can turn extremely dangerous, but so long as the players know about this beforehand, they can avoid it. Exploration of new areas- Areas that not even the Malnosso fully trust. Dangerous experimentation that could be very beneficial for everyone if it were to work, so some brave souls would have to sign up for that risk. That way, the people who miss the 'darker days' can sign up for a similar experience, but the people who don't want their characters put in a position like that can refuse.
And I still am for village-wide threats. I admit, those are a lot more difficult to opt out of because it affects everyone and there's nowhere to run. However, I found that all the villagers being faced with the same threat can lead to great organization and teamwork.
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Yes, I miss the darker days of Luceti and yes, I'd like them to return. However, I'm not saying it needs to return for everybody and result in events that you can't op out of. I understand that there are plenty of people who don't want the grimness, but let's face it, that's where the roots of this game lie.
So what I would ultimately like is the option of grimness for those who do want it. It doesn't need to be in the way that it used to be, because like many people have already stated, that wouldn't work. Yes, we can squeeze ourselves into corners and use some Plot McGuffin to have the Malnosso change their motivations, but such a thing really isn't necessary.
Something entirely different could be the cause of the tragedies. Something more selective. Things like the zombie draft, for example. Missions and drafts that can turn extremely dangerous, but so long as the players know about this beforehand, they can avoid it. Exploration of new areas- Areas that not even the Malnosso fully trust. Dangerous experimentation that could be very beneficial for everyone if it were to work, so some brave souls would have to sign up for that risk. That way, the people who miss the 'darker days' can sign up for a similar experience, but the people who don't want their characters put in a position like that can refuse.
And I still am for village-wide threats. I admit, those are a lot more difficult to opt out of because it affects everyone and there's nowhere to run. However, I found that all the villagers being faced with the same threat can lead to great organization and teamwork.