Diogo Ribeiro
Erudite
Well, this is the fourth thread in the series. The first dealt with roleplaying; the second with class and skill-based systems; and the third dealt with character creation.
Well this here thread, as the title implies, is about sentient items, and their possibilities in CRPGs. I'm not out to present something highly original or anything that'll break new ground. This thread has two purposes, one is just to share and discuss some concepts of sentient items i have, and anyone can give input to them. The other is that this is geared towards being a group of suggestions for Vault Dweller's game project (although i believe they can be applied to any other setting and game).
What follows are some concepts for sentient item backgrounds and their assorted abilities. It should be noted that one concept that will be mentioned along the road - a type of ore which absorbs the dominating traits of its wielder - is not of my creation.
Anyway, on with the show.
1) The frustrated axe.
This concept is about an axe who has lost all hope and interest in itself. It basically starts out as a pretty weak, barely competent axe, which can gradually be restored to its older self.
You would find the rusty axe cleaved to the back of some remains in a cave's room. On approach, the axe seems to be old and about to break; you're surprised it hasn't already. You raid the cave and are about to leave, when you hear a small grumbling sound. You turn around and find no one. You try to leave again, but this time you're stopped by a yawn.
You turn back again and have the feeling the rusty axe slighty moved itself. You stand there for a moment analyzing the surroundings, trying to remind yourself if you forgot to check some part of the room. After a while you give up. No one has said anything, and the axe is also fairly still, so you feel you're ready to leave the area. Perhaps its a haunted area, and you decide you'd best not spend any more time there. Suddenly, you hear a small, deep voice, calling out. It's the axe.
It basically recounts its story. He was once the property of a barbarian named Ymrith, who had a ferocious attitude in battle. He took great pleasure in eviscerating his opponents in battle with the aid of his axe in such a way that he almost seemed to thirst for blood, so it comes as no surprise that he came to be dubbed as Ymrith the Bloodthirsty. After some time, he decided to form an army of barbarians whose goal was to conquer cities and establish an empire. Under his rule, he thought, the army would be well trained and could stand up to any legion. With this idea in mind, he set out to gather several other barbarians who expertly walked the path of war, and recruited them. After he had gathered many, he came to upon a mountain cave which he decided would be an appropriate stronghold for the time being. He began training his soldiers, depending on caravan raiding to maintain a stockpile of supplies and weapons. After a few weeks, he had begun laying out the plans to invade nearby cities and start establishing his empire. Wheter he could've succeeded in his goal or not no one will ever know, as he and his still-growing army suffered an unexpected ambush by an armed group, tipped off by surviving assaulted merchants, which was out to end this possible barbaric menace. One by one his soldiers fell, and Ymrith himself was mortally wounded in his own throne room. The soldiers who vanquished him considered that striking the mortal blow with the barbarian's own axe was fitting, and so did Ymrith died, his own axe cleaved into his back.
Time passed, and the barbarian's exploits disappeared in the mists of time. For a long time, his name was forgotten, and no one ventured into the cave. The axe stood there for many years, and during that time, the ore it was made from slowly absorbed its former user's dominant traits. At one point, Ymrith could feel himself confined to the axe, his spirit fueling the axe with power and rage. For a long time, he hoped that some adventurer looking for riches would come across it and picked it up; Ymrith had planned to influence and direct the adventurer to exact revenge, but he could not do anything as no one ever found the axe. His solitude left him bitter, and his willpower waned, the axe becoming a mere container for a soul that should have departed long ago. Eventually, the initial rage subsided, and its will to kill disappeared.
Now, the weapon is re-awakened, and calls itself "Bloodthirsty", in memory of its wielder's old namesake. It's up to you to take it or not.
>Now, the concept for this weapon is that the player can either use it as it is (as i've said, it's basically a barely competent axe), or he can try to restore it back to what it was. If the player does not try to improve it, than likely the weapon will never grow in power, and this in turn can have the player neglect it and dumping it for a better axe.
The problem with the weapon, as the player can attest to in dialogue with it, is that it has no will to kill again. Years of solitude have taken away most of the interest it had in killing. It poses no restriction to being used as an instrument of dismemberment, but it doesn't put any effort into it. It's up to the player to change this.
In certain ocasions, the player can have interactions with the weapon to try and improve it. These can be simple conversations which the player can start himself, or the weapon might suddenly grow in power and motivation according to actions the player does (constantly use it in combat and kill X number of enemies, or deciding to act like a bloodthirsty monster in certain interactions with NPCs, for instance).
2) The cowardly dagger.
This concept is about a dagger who simply abhors being used as a regular dagger. It basically cannot stand 'looking' at the victims as they are struck trough the front, so it prefers to strike from the back.
You would acquire the dagger from a street urchin desperate to make a profit. He asks if you want to buy a 'special dagger'. Upon accepting to buy it, the kid runs off shouting that "he's free from the curse". Not exactly knowing what the kid was rambling about, you keep moving.
The first time you use it in battle, however, the dagger will scream. After the battle, you examine the dagger and realize that it's a sentient dagger. You try to engage in conversation with it. At that point, the dagger will become more lively and explain what it is.
Several years ago, an assassin network was falling behind their competition. Their ranks diminished, interest in their services dwindled... and the guildmaster was almost powerless to do anything about it. In a desperate attempt, he sent several spies to try to infiltrate rival guilds. Many of those were found out and either converted into their ranks, or in the worst of cases, killed for their unwillingness to betray their former employer. However, one well infiltrated spy reported that the guild he was working for was receiving a secret stockpile of weapons comissioned to an undisclosed party. The guildmaster had that spy inspect the shipment to try and get some clues as to what it was. Later that night, the spy, badly beaten and with several wounds on his body, managed to return to the guildmaster with one small dagger. Before dying from the wounds, the spy said the dagger was magical in nature, but could not ascertain the exact type of magic.
While the loss of yet another spy was a great blow, the guildmaster had no time to mull over it, and set out to discourse with his trusted loremasters. After some time analyzing the object, it was found that whoever had created those daggers had managed to imbue them to drain the life of its victims. The guildmaster soon realized the problem his guild was going trough: if these weapons drained the lifeforce of their victims, than the need for talented individuals was no longer required, as any untrained underling could pick up such a weapon and use it effectively.
Not tolerating the affront commited against him, the guildmaster gathered his last remaining operatives and set out to attack the guild that had led his spy to death. After a bloody battle, the guildmaster was successful in killing many members of the opposing guild, but at the expense of seeing the remains of his guild dying, along with his untimely death.
In the scene of battle, however, one unexperienced member of the rival guild cowered in fear. From the shadows, he had watched the battle take place, but he felt he had no way of surviving it given his lack of training, so he decided to hide until he could walk away. After making sure he could exit the scene, he decided to take some weapon to protect himself. Scavaging around, he found and took the rival guildmaster's dagger, the magical dagger his spy had obtained.
The intense battle, its screams, blood and death had scarred him, however. Every night, the frozen stares of his fallen comrades haunted his dreams. This in turn caused him an aversion to stabbing people by the front. He could not bear to see people's faces as he stabbed them, their petrified stare adding up to the faces of his companions. So in turn he decided to start stabbing his marks in the back. This, he believed, would allow him to continue with his line of work while avoiding the trauma as best he could.
His newfound way of assassination - backstabbing - became widely used. Several assassins came and went, each with their own techniques and different ways of backstabbing, but his original use of it merited some riches and recognition in the underground networks he mingled in, and eventually he was dubbed as the Backbiter. Recognition, unfortunately, was the element that eventually brought his doom. One night, he was visited by a small group of survivors from the crippled guild he had walked away from. Having refused to help his comrades eventually got back to him. His last memory was grabbing the dagger, but it was too late. His body was dumped into a nearby lake, his lifeless hands still holding tight to the dagger. When he came to, he realized his essence had been absorbed by the dagger.
Now the weapon is re-awakened and takes on the name of its former user, Backbiter. It still has the same aversion to hitting people from the front, so its potential can only be exploited if used as an assassin's tool, a backstabbing dagger.
>The concept for this one is that the player can effectively incentivate it to regain some lost power and to become extremely useful for backstabbing. The player could use it as a standard dagger, up close and stabbing people from the front, but its bonuses would not be used.
3) The double personality weapon.
This concept is about a weapon who has absorbed the psyche of two individuals, who constantly dispute over control of the weapon and over each other. They manifest themselves almost simultaneously, meaning that, when one personality gives their opinion on something, the other one usually does the same right after.
The player would acquire this weapon in a tomb, after travelling trough some uncharted regions. The tomb had been looted for quite some time, but inside the sarcophagus, the player would, strangely, find the remains of two people, both holding a sword, intact. You decide to take the sword with you.
The sword would manifest itself when you decide to interact with an NPC, probably a merchant. As you buy some goods, you suddenly hear the sword say "Thank you kind sir, now GO AWAY BEFORE I RUN YOU TROUGH!". As the merchant leaves, visibly agitated, you realize the weapon was the one that said that. You decide to quickly find a place where you can carefully examine it. Upon inspection, you find that it possess two personalities instead of one, which might be more trouble than its worth. You ask the weapon how it came to be.
It recounts the day where an expedition arrived at the tomb. The group set camp and began working on a way to open the sarcophagus. The next morning they managed to open it, and inside it they found some old remains, several pieces of gold and jewelry, but what they found more interesting was this ornate sword placed inside. While two members of the group examined it, one of the greedier members inadvertedly sprung a trap which made the surroundings begin to collapse. Several of them tried to run away but were killed by falling debris. The two members who were examining the sword did not want to part with it, and they were both struggling to get it. A large part of the ceiling, however, collapsed under them. They both died holding the sword, which began over time to absorb their essences.
(Note: this story can be better developed to flesh out the personalities of those that were absorbed)
>Basically, this weapon is an effective sword, but can cause problems to the player's psyche. At any given time, the two personalities will say something which can aggravate the player.
>I'm still unsure of what weapon type this concept would best fit into. The first draft for the concept was for twin daggers, each with their own personality; but then i went with a sword which included both personalities. I found it to be a more interesting concept, and harder for the player to decide how to act (wheras with the twin daggers, the player could likely decide to just choose one and dump the other; that decision can't be made here).
Regardless, this weapon concept allows the player to decide which of the personalities he should encourage to become the dominant one. At first glance, supporting the more calm, rational personality can lead to the weapon giving some defensive bonuses and minor attack bonuses (along with a more intelligent speech from the weapon); on the other hand, supporting the brasher, raving personality can lead to the weapon giving some attack bonuses but very minor defensive bonuses (along with more lunatic speech).
4) The pious (war)hammer.
This concept is about a pious weapon - a hammer - which has a great desire to strike against evil. The only problem is, you have to convince it that something is actually evil before you try whacking it.
No specific background is created for this one yet. However, i've etched a small concept involving a legion of pious fighters dedicated to cleaning the world of evil, and their leader could be the one that the weapon absorbed. The legion could even be the same that made an appearance in Ymrith's story, so this would prevent the axe and the hammer from being placed together, for instance.
5) The megalomaniac weapon.
This concept is roughly defined, if at all. It was basically meant to be more of a comical than useful weapon.
Basically, it involves the player coming into possession of a relic. Upon proper identification, it's revealed to be a weapon of very small power and usage (something like a sling, for example). It feels pretty much like a regular weapon, until the user realizes it has a maniacal personality and is bent on world-conquering. Most of the weapon's development and interactions with the NPC would focus more on humour. Some interactions could involve specific dialogues where the weapon criticizes the player's stat dump. "So, you have a 4 Int... bet you're popular among the orcs, eh?", or "Your statistical management is pitiful. I urge you to erase your game and start anew.".
I have no particular past for this weapon yet, except that, by simple association with other concepts i've posted, it would be safe to assume that the personality it absorbed would have to be that of an individual with the same tendencies it now has.
>>Some end notes:
*At their core, nothing prevents the weapons from being developed as the player wants. In theory, you could develop the frustrated axe in a way that it did not regained its bloodthirst; and you could develop the backbiter as a dagger that could be used frontally. The suggestions above basically promote the most optimal way of improving the weapons in my opinion.
*You could apply any trait on a weapon and take it from there. A mace that thinks its too fat, a bow which refuses to hurt wildlife, an intellectual quarterstaff which pales at the thought of being used as a common melee weapon, a warhammer that's addicted to some substance you constantly have to give it before it suffers from withdrawal and loses combat effectiveness... anything goes. If anyone has suggestions, lets hear them.
*I once considered the possibility of making the double personality weapon carry three or four personalities simultaneously... but i don't think the complexity of developing such a thing would provide any benefit to the game. Opinions?
*Every weapon, ideally, would have its own set of overhead text messages, reflecting certain conditions (ie, small talk, bitching when the player critically fails, congratulating when the player scores, etc.). I'm not including any of these, but if anyone feels it's required, let me know and i might make some. I only have some for the axe, at the moment.
*I would also bring up this concept of a sword that needs to be sung to in order to properly function, but not only does the idea need more work, i also feel it doesn't quite fit in VD's project (though i have been known to be wrong in the past).
Cheers.
Well this here thread, as the title implies, is about sentient items, and their possibilities in CRPGs. I'm not out to present something highly original or anything that'll break new ground. This thread has two purposes, one is just to share and discuss some concepts of sentient items i have, and anyone can give input to them. The other is that this is geared towards being a group of suggestions for Vault Dweller's game project (although i believe they can be applied to any other setting and game).
What follows are some concepts for sentient item backgrounds and their assorted abilities. It should be noted that one concept that will be mentioned along the road - a type of ore which absorbs the dominating traits of its wielder - is not of my creation.
Anyway, on with the show.
1) The frustrated axe.
This concept is about an axe who has lost all hope and interest in itself. It basically starts out as a pretty weak, barely competent axe, which can gradually be restored to its older self.
You would find the rusty axe cleaved to the back of some remains in a cave's room. On approach, the axe seems to be old and about to break; you're surprised it hasn't already. You raid the cave and are about to leave, when you hear a small grumbling sound. You turn around and find no one. You try to leave again, but this time you're stopped by a yawn.
You turn back again and have the feeling the rusty axe slighty moved itself. You stand there for a moment analyzing the surroundings, trying to remind yourself if you forgot to check some part of the room. After a while you give up. No one has said anything, and the axe is also fairly still, so you feel you're ready to leave the area. Perhaps its a haunted area, and you decide you'd best not spend any more time there. Suddenly, you hear a small, deep voice, calling out. It's the axe.
It basically recounts its story. He was once the property of a barbarian named Ymrith, who had a ferocious attitude in battle. He took great pleasure in eviscerating his opponents in battle with the aid of his axe in such a way that he almost seemed to thirst for blood, so it comes as no surprise that he came to be dubbed as Ymrith the Bloodthirsty. After some time, he decided to form an army of barbarians whose goal was to conquer cities and establish an empire. Under his rule, he thought, the army would be well trained and could stand up to any legion. With this idea in mind, he set out to gather several other barbarians who expertly walked the path of war, and recruited them. After he had gathered many, he came to upon a mountain cave which he decided would be an appropriate stronghold for the time being. He began training his soldiers, depending on caravan raiding to maintain a stockpile of supplies and weapons. After a few weeks, he had begun laying out the plans to invade nearby cities and start establishing his empire. Wheter he could've succeeded in his goal or not no one will ever know, as he and his still-growing army suffered an unexpected ambush by an armed group, tipped off by surviving assaulted merchants, which was out to end this possible barbaric menace. One by one his soldiers fell, and Ymrith himself was mortally wounded in his own throne room. The soldiers who vanquished him considered that striking the mortal blow with the barbarian's own axe was fitting, and so did Ymrith died, his own axe cleaved into his back.
Time passed, and the barbarian's exploits disappeared in the mists of time. For a long time, his name was forgotten, and no one ventured into the cave. The axe stood there for many years, and during that time, the ore it was made from slowly absorbed its former user's dominant traits. At one point, Ymrith could feel himself confined to the axe, his spirit fueling the axe with power and rage. For a long time, he hoped that some adventurer looking for riches would come across it and picked it up; Ymrith had planned to influence and direct the adventurer to exact revenge, but he could not do anything as no one ever found the axe. His solitude left him bitter, and his willpower waned, the axe becoming a mere container for a soul that should have departed long ago. Eventually, the initial rage subsided, and its will to kill disappeared.
Now, the weapon is re-awakened, and calls itself "Bloodthirsty", in memory of its wielder's old namesake. It's up to you to take it or not.
>Now, the concept for this weapon is that the player can either use it as it is (as i've said, it's basically a barely competent axe), or he can try to restore it back to what it was. If the player does not try to improve it, than likely the weapon will never grow in power, and this in turn can have the player neglect it and dumping it for a better axe.
The problem with the weapon, as the player can attest to in dialogue with it, is that it has no will to kill again. Years of solitude have taken away most of the interest it had in killing. It poses no restriction to being used as an instrument of dismemberment, but it doesn't put any effort into it. It's up to the player to change this.
In certain ocasions, the player can have interactions with the weapon to try and improve it. These can be simple conversations which the player can start himself, or the weapon might suddenly grow in power and motivation according to actions the player does (constantly use it in combat and kill X number of enemies, or deciding to act like a bloodthirsty monster in certain interactions with NPCs, for instance).
2) The cowardly dagger.
This concept is about a dagger who simply abhors being used as a regular dagger. It basically cannot stand 'looking' at the victims as they are struck trough the front, so it prefers to strike from the back.
You would acquire the dagger from a street urchin desperate to make a profit. He asks if you want to buy a 'special dagger'. Upon accepting to buy it, the kid runs off shouting that "he's free from the curse". Not exactly knowing what the kid was rambling about, you keep moving.
The first time you use it in battle, however, the dagger will scream. After the battle, you examine the dagger and realize that it's a sentient dagger. You try to engage in conversation with it. At that point, the dagger will become more lively and explain what it is.
Several years ago, an assassin network was falling behind their competition. Their ranks diminished, interest in their services dwindled... and the guildmaster was almost powerless to do anything about it. In a desperate attempt, he sent several spies to try to infiltrate rival guilds. Many of those were found out and either converted into their ranks, or in the worst of cases, killed for their unwillingness to betray their former employer. However, one well infiltrated spy reported that the guild he was working for was receiving a secret stockpile of weapons comissioned to an undisclosed party. The guildmaster had that spy inspect the shipment to try and get some clues as to what it was. Later that night, the spy, badly beaten and with several wounds on his body, managed to return to the guildmaster with one small dagger. Before dying from the wounds, the spy said the dagger was magical in nature, but could not ascertain the exact type of magic.
While the loss of yet another spy was a great blow, the guildmaster had no time to mull over it, and set out to discourse with his trusted loremasters. After some time analyzing the object, it was found that whoever had created those daggers had managed to imbue them to drain the life of its victims. The guildmaster soon realized the problem his guild was going trough: if these weapons drained the lifeforce of their victims, than the need for talented individuals was no longer required, as any untrained underling could pick up such a weapon and use it effectively.
Not tolerating the affront commited against him, the guildmaster gathered his last remaining operatives and set out to attack the guild that had led his spy to death. After a bloody battle, the guildmaster was successful in killing many members of the opposing guild, but at the expense of seeing the remains of his guild dying, along with his untimely death.
In the scene of battle, however, one unexperienced member of the rival guild cowered in fear. From the shadows, he had watched the battle take place, but he felt he had no way of surviving it given his lack of training, so he decided to hide until he could walk away. After making sure he could exit the scene, he decided to take some weapon to protect himself. Scavaging around, he found and took the rival guildmaster's dagger, the magical dagger his spy had obtained.
The intense battle, its screams, blood and death had scarred him, however. Every night, the frozen stares of his fallen comrades haunted his dreams. This in turn caused him an aversion to stabbing people by the front. He could not bear to see people's faces as he stabbed them, their petrified stare adding up to the faces of his companions. So in turn he decided to start stabbing his marks in the back. This, he believed, would allow him to continue with his line of work while avoiding the trauma as best he could.
His newfound way of assassination - backstabbing - became widely used. Several assassins came and went, each with their own techniques and different ways of backstabbing, but his original use of it merited some riches and recognition in the underground networks he mingled in, and eventually he was dubbed as the Backbiter. Recognition, unfortunately, was the element that eventually brought his doom. One night, he was visited by a small group of survivors from the crippled guild he had walked away from. Having refused to help his comrades eventually got back to him. His last memory was grabbing the dagger, but it was too late. His body was dumped into a nearby lake, his lifeless hands still holding tight to the dagger. When he came to, he realized his essence had been absorbed by the dagger.
Now the weapon is re-awakened and takes on the name of its former user, Backbiter. It still has the same aversion to hitting people from the front, so its potential can only be exploited if used as an assassin's tool, a backstabbing dagger.
>The concept for this one is that the player can effectively incentivate it to regain some lost power and to become extremely useful for backstabbing. The player could use it as a standard dagger, up close and stabbing people from the front, but its bonuses would not be used.
3) The double personality weapon.
This concept is about a weapon who has absorbed the psyche of two individuals, who constantly dispute over control of the weapon and over each other. They manifest themselves almost simultaneously, meaning that, when one personality gives their opinion on something, the other one usually does the same right after.
The player would acquire this weapon in a tomb, after travelling trough some uncharted regions. The tomb had been looted for quite some time, but inside the sarcophagus, the player would, strangely, find the remains of two people, both holding a sword, intact. You decide to take the sword with you.
The sword would manifest itself when you decide to interact with an NPC, probably a merchant. As you buy some goods, you suddenly hear the sword say "Thank you kind sir, now GO AWAY BEFORE I RUN YOU TROUGH!". As the merchant leaves, visibly agitated, you realize the weapon was the one that said that. You decide to quickly find a place where you can carefully examine it. Upon inspection, you find that it possess two personalities instead of one, which might be more trouble than its worth. You ask the weapon how it came to be.
It recounts the day where an expedition arrived at the tomb. The group set camp and began working on a way to open the sarcophagus. The next morning they managed to open it, and inside it they found some old remains, several pieces of gold and jewelry, but what they found more interesting was this ornate sword placed inside. While two members of the group examined it, one of the greedier members inadvertedly sprung a trap which made the surroundings begin to collapse. Several of them tried to run away but were killed by falling debris. The two members who were examining the sword did not want to part with it, and they were both struggling to get it. A large part of the ceiling, however, collapsed under them. They both died holding the sword, which began over time to absorb their essences.
(Note: this story can be better developed to flesh out the personalities of those that were absorbed)
>Basically, this weapon is an effective sword, but can cause problems to the player's psyche. At any given time, the two personalities will say something which can aggravate the player.
>I'm still unsure of what weapon type this concept would best fit into. The first draft for the concept was for twin daggers, each with their own personality; but then i went with a sword which included both personalities. I found it to be a more interesting concept, and harder for the player to decide how to act (wheras with the twin daggers, the player could likely decide to just choose one and dump the other; that decision can't be made here).
Regardless, this weapon concept allows the player to decide which of the personalities he should encourage to become the dominant one. At first glance, supporting the more calm, rational personality can lead to the weapon giving some defensive bonuses and minor attack bonuses (along with a more intelligent speech from the weapon); on the other hand, supporting the brasher, raving personality can lead to the weapon giving some attack bonuses but very minor defensive bonuses (along with more lunatic speech).
4) The pious (war)hammer.
This concept is about a pious weapon - a hammer - which has a great desire to strike against evil. The only problem is, you have to convince it that something is actually evil before you try whacking it.
No specific background is created for this one yet. However, i've etched a small concept involving a legion of pious fighters dedicated to cleaning the world of evil, and their leader could be the one that the weapon absorbed. The legion could even be the same that made an appearance in Ymrith's story, so this would prevent the axe and the hammer from being placed together, for instance.
5) The megalomaniac weapon.
This concept is roughly defined, if at all. It was basically meant to be more of a comical than useful weapon.
Basically, it involves the player coming into possession of a relic. Upon proper identification, it's revealed to be a weapon of very small power and usage (something like a sling, for example). It feels pretty much like a regular weapon, until the user realizes it has a maniacal personality and is bent on world-conquering. Most of the weapon's development and interactions with the NPC would focus more on humour. Some interactions could involve specific dialogues where the weapon criticizes the player's stat dump. "So, you have a 4 Int... bet you're popular among the orcs, eh?", or "Your statistical management is pitiful. I urge you to erase your game and start anew.".
I have no particular past for this weapon yet, except that, by simple association with other concepts i've posted, it would be safe to assume that the personality it absorbed would have to be that of an individual with the same tendencies it now has.
>>Some end notes:
*At their core, nothing prevents the weapons from being developed as the player wants. In theory, you could develop the frustrated axe in a way that it did not regained its bloodthirst; and you could develop the backbiter as a dagger that could be used frontally. The suggestions above basically promote the most optimal way of improving the weapons in my opinion.
*You could apply any trait on a weapon and take it from there. A mace that thinks its too fat, a bow which refuses to hurt wildlife, an intellectual quarterstaff which pales at the thought of being used as a common melee weapon, a warhammer that's addicted to some substance you constantly have to give it before it suffers from withdrawal and loses combat effectiveness... anything goes. If anyone has suggestions, lets hear them.
*I once considered the possibility of making the double personality weapon carry three or four personalities simultaneously... but i don't think the complexity of developing such a thing would provide any benefit to the game. Opinions?
*Every weapon, ideally, would have its own set of overhead text messages, reflecting certain conditions (ie, small talk, bitching when the player critically fails, congratulating when the player scores, etc.). I'm not including any of these, but if anyone feels it's required, let me know and i might make some. I only have some for the axe, at the moment.
*I would also bring up this concept of a sword that needs to be sung to in order to properly function, but not only does the idea need more work, i also feel it doesn't quite fit in VD's project (though i have been known to be wrong in the past).
Cheers.