Factions, Currency, Companions, and Ai improvemnets

Factions

Factions Relationships:

Move beyond “good” or “bad” reputations, add nuanced ties like alliances, rivalries, trade pacts, oaths of fealty, or ideological clashes.

Sub Factions:

Within a larger faction, include specialized groups (clergy, guards, assassins, scholars). This enables deeper political intrigue and complexity.

Multi Faction Membership:

Allow characters to belong to multiple factions (at least 5 seems a good number), reflecting divided loyalties or complex roles.

Faction Ranks & Reputation:

Characters should rise through ranks within a faction (something like: initiate → veteran → commander), earning unique privileges or responsibilities. Reputation gains or loses should come from quest completions, actions, or betrayals.

Locations

Dynamic Updates:

Locations should adapt to the story. If a character becomes wanted in a city, wanted posters should appear; if their name is cleared, those posters should vanish. This ensures the world evolves with player actions.

Currency & Economy

Adaptive Pricing System:

Instead of static item costs, tie pricing to region type and scarcity. Example:

Small village: sword = 5–10 gold

Trade town: sword = 15–20 gold

Capital city: sword = 30–40 gold

Should be able to upload their own economy tables to better match their custom worlds.

Flexible Currency Types:

Support for reducing currencies (e.g., from 3 to 1). Worlds like Star Wars often operate with a single universal currency, while high-fantasy worlds might prefer multi-tiered coinage.

Franz (Narrative AI)

Variety in Naming: Avoid recycling the same names. Implement wider pools of culturally and thematically diverse names.

Item Uniqueness: Prevent duplication of nearly identical items with different names. Items should have clear distinctions in mechanics, rarity, or story role.

Story Consistency: Improve memory retention so the AI doesn’t lose track of narrative threads.

Tropes & Themes: While fey, corruption, and demons are valid, they shouldn’t dominate nearly every story arc. Introduce fresher, more varied themes and ideas to avoid repetition and to keep storytelling engaging.

Pets, Familars and Automatons

Introduce a system for companions to integrate companions (pets, familiars, mechanical constructs). These could have their own mini sheets with abilities, conditions, loyalty meters, and growth systems.

Workshop

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Upvoters
Status

In Review

Board

💡 Feature Request

Tags

Workshop

Date

6 months ago

Author

Darkness667

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