Event Ideas

Well, this option IS only for Fremen after all
Ah, missed that, my bad. Probably fine then.
Most interesting if they create Naib's Chosen rather than Crysknife Fighters (which are an early game unit).
Again give it a tech requirement - probably Fanaticism.

I like the theme, we could probably have assault cannon for Harkonnen, buzzard thopter for Atreides.

I'm going to use them as a starting point for some more common events
Ok, but we need to be careful. Many people really disliked the vanilla BTS events, and turned them off.
 
Ah, missed that, my bad. Probably fine then.
Most interesting if they create Naib's Chosen rather than Crysknife Fighters (which are an early game unit).
Again give it a tech requirement - probably Fanaticism.

I'd rather keep it with the Crysknife Fighter because this is supposed to be an early level common event. I.e. something that shouldn't upset the balance a lot and provide just a bit more flavour to the game. Perhaps we can add some kind of promotion on it to make it more special?

I like the theme, we could probably have assault cannon for Harkonnen, buzzard thopter for Atreides.

Cool. Can you let me know of a few other units for the other civs?
I think the best ones are some middle-game units that getting them early on might give a slight advantage and also a nice unit for players to nurture (and even attach a general on). I think units that either provide ~5-6 STR by themselves, or the ones that provide a bit more and we can add the "poorly maintained" promotion on them.

Ok, but we need to be careful. Many people really disliked the vanilla BTS events, and turned them off.

Hmm, what was the primary reason most people disliked them? If it was the sheer randomness of them, then this can't be helped.
 
because this is supposed to be an early level common event
I think it works better as an event that gives you a late-midgame unit in the early midgame.

Otherwise, the event is made obsolete very early, and even Fremen would be better off taking the cash. Crysknife fighters are only strength 4.

Look by comparison at your lasgun event, which gives a tier3 unit that is ~strength 13.

Perhaps we can add some kind of promotion on it to make it more special?
No promotion is going to make a strength 4 unit useful in the midgame with units strength 8-12.

and we can add the "poorly maintained" promotion on them.
Poorly maintained is only a -20% strength promotion. So a poorly maintained strength 10 unit is still strength 8. And its more powerful than a strength 8 unit, because a poorly maintained strength 10 unit with combat 1 is strength 9, whereas a strength 8 unit with combat 1 is strength 8.8.

A single strength ~10 unit when others have maula guardsmen and such isn't game breaking, but its powerful enough to be interesting.

Getting a free ~strength 5 unit is pretty boring, when you're going to be able to build that yourself anyway.

Cool. Can you let me know of a few other units for the other civs?
Possibly the Levy trooper for Corrino, depending on where we put it.
Ordos are also technologists, maybe they should get a suspensor frigate.
Nothing leaps to mind for Ecaz, BG, or Tleilaxu.

Hmm, what was the primary reason most people disliked them? If it was the sheer randomness of them, then this can't be helped.
I think a combination of:
randomness, losing things with no choice, feeling like they had little control over the outcomes, too many negative events not enough positive events, lack of actual interesting flavor.

There was a thread about this in the Civ5 forum, I will try to track it down.

I think we can make sure that we have lots of special options (people really like being rewarded for their particular civic or faction or tech choice, or seeing cool options that other civs could get) and make sure that the flavor is good, then we should be ok.
 
I think it works better as an event that gives you a late-midgame unit in the early midgame.

Otherwise, the event is made obsolete very early, and even Fremen would be better off taking the cash. Crysknife fighters are only strength 4.

Look by comparison at your lasgun event, which gives a tier3 unit that is ~strength 13.

Getting a free ~strength 5 unit is pretty boring, when you're going to be able to build that yourself anyway.

I thought the Lasgun event might have been too powerful myself, but I wasn't sure. This is why I thought you required the technology requirement, to balance it out. What unit power should we have without tech requirement? I think around STR 7-9 would be the best. Powerful compared to the STR 3-5 units players are going to have until then, but not able to conquer cities by themselves.


Possibly the Levy trooper for Corrino, depending on where we put it.

What do you mean?

Ordos are also technologists, maybe they should get a suspensor frigate.

In the last game, the Ordos did love their Rollers. How about one of them?

Nothing leaps to mind for Ecaz, BG, or Tleilaxu.

Once I get home, I'll take a look at their theme and units and try to find some matches.

I think a combination of:
randomness, losing things with no choice, feeling like they had little control over the outcomes, too many negative events not enough positive events, lack of actual interesting flavor.

I think we can make sure that we have lots of special options (people really like being rewarded for their particular civic or faction or tech choice, or seeing cool options that other civs could get) and make sure that the flavor is good, then we should be ok.

Yep, I have the same mind. I tend to stay away from strictly negative events which do not add a possibility to turn them into positive or harmless ones (These are just frustrating and feel unfair). Problem is that humans tend to find catastrophies noteworthy and thus, most of the event ideas we tend to come up with are of that type.

So some general guidelines could be

* No-Choice events should be positive (i.e. grant the person something)
* If an event is negative, it should provide options to allow the player to choose how it affects them (do you want to lose money, water or happiness). This way they can select the least harmful option.
* Events should reward player choices (Faction, Leader Traits, Civics etc)
* Events should have some flavour which hints at a living world outside their borders.

A good negative event imho is like this

Negative Event Sample

Option one: Moderate harmful effect (eg Lose some money)
Option two: Alternative moderate harmful effect (eg Lose moderate amount of culture)
Option Three [Particular Faction only]: Make event pretty harmless (eg Unit loses a turn)
Option Four [Particular Civic Only]: Make event slightly beneficial (eg Gain a new improvement)

This way, in a negative event, players both have the opportunity to choose how it affects them, and if they have a particulr civic or faction, they get to feel special for their choices
 
Some people's thoughts on events: http://forums.civfanatics.com/showthread.php?t=374875
Nothing surprising here.

This is why I thought you required the technology requirement, to balance it out. What unit power should we have without tech requirement?
I would give all of these events a tech requirement.
For an event giving poorly maintained assault cannon, I'd require chemical explosives.
For an event giving poorly maintained lasgun, I'd require the Maula guardsman tech.
For an event giving poorly maintained buzzard thopter, I'd require combat ornithopters.
For an event giving a suspensor frigate, I'd require the first suspensors tech.

In the early game, there are already the Goody Huts that can give a free quad or thopter with poorly maintained. So we already have this kind of thing for the early game.
I would use these events to be something that would happen later in the game, once the goody huts are all gone already.

What do you mean?
Currently the Levy trooper is a lasgun soldier replacement, but with the stats of a lascannon trooper replacement. I think we should change it to be a heavy trooper replacement, with appropriate stats.

In the last game, the Ordos did love their Rollers. How about one of them?
Possibly. Doesn't need poorly maintanied. It would require the tech that allows quads.

Once I get home, I'll take a look at their theme and units and try to find some matches.
Their themes are:
Ecaz: Trade/druglords
BG: Political/religious manipulation
BTl: Xenophobic, religious, biotech isolationists.

None of these have particular affiliations with core unit paths.

But there's no reason why their version of the event couldn't give a free building.

I tend to stay away from strictly negative events which do not add a possibility to turn them into positive or harmless ones (These are just frustrating and feel unfair). Problem is that humans tend to find catastrophies noteworthy and thus, most of the event ideas we tend to come up with are of that type.
Agreed. Blowing stuff up is more fun for designers than it is for players ;-)

* No-Choice events should be positive (i.e. grant the person something)
* If an event is negative, it should provide options to allow the player to choose how it affects them (do you want to lose money, water or happiness). This way they can select the least harmful option.
* Events should reward player choices (Faction, Leader Traits, Civics etc)
* Events should have some flavour which hints at a living world outside their borders.

Agreed, this is a good design principle.
Though not every event has to follow this:
eg not every event needs an option restrictive to only some factions/civics/religions, and minor negative events with temporary effects and no choice are ok. Damaged unit or temporary unhappy is ok; destroyed building or unit or lost resource is not ok.
 
There isn't somewhere outside the game where I might get a look into Dune War's civilopedia is there?

What most people do is change the game options temporarily so the game is not full screen, then bring up the civilopedia in a window while they work. Any data maintained outside the game would soon be obsolete.
 
I would give all of these events a tech requirement.
For an event giving poorly maintained assault cannon, I'd require chemical explosives.
For an event giving poorly maintained lasgun, I'd require the Maula guardsman tech.
For an event giving poorly maintained buzzard thopter, I'd require combat ornithopters.
For an event giving a suspensor frigate, I'd require the first suspensors tech.

Ok, this pretty much puts these events in the middle-state game and higher. I forgot about the huts though, you're right that they are similar in effect but for the early game. I still would prefer not to have a tech requirement though, as this simply makes these events far more rare, especially given the faction requirement. What if we simply require a turn threshold, i.e. 100 turns need to have passed.

What most people do is change the game options temporarily so the game is not full screen, then bring up the civilopedia in a window while they work. Any data maintained outside the game would soon be obsolete.

Yeah, this is what I thought as well, unfortunately I keep thinking of stuff while at work :)
 
Ok, this pretty much puts these events in the middle-state game and higher
Depends on your definition. Those techs are maybe 20% of the way through the game, depending on beelining. They're the first real combat techs. They're like bronze working, or horseback riding, in vanilla. To me, midgame is the first real set of tier2 units; heavy trooper, roller, shield trooper, falcon thopter, etc.

I still would prefer not to have a tech requirement though, as this simply makes these events far more rare
How so? All it does is delay the event until the tech has been reached. Everyone is going to be getting those techs.
All it does is mean that you can't get a midgame unit when it would be too powerful.

What if we simply require a turn threshold, i.e. 100 turns need to have passed.
They do the same thing, but a tech requirement scales with game speed, a turn counter doesn't. More importantly, there is already an existing hook in events for tech requirement; not sure about game turn.
 
How so? All it does is delay the event until the tech has been reached. Everyone is going to be getting those techs.
All it does is mean that you can't get a midgame unit when it would be too powerful.

Fair enough. I've modified the events accordingly and added some new ones. I'm missing the requirement for the ordos and the Advanced Infantry (I think that's it's name). I also think we should have a tech that makes them obsolete, so that these events are no longer active in the late game.
 
Advanced Infantry (I think that's it's name)
Not sure what you mean here.
The core Guardsmen units are Infantry, Maula Guardsmen, Heavy trooper, Lasgun soldier, Lascannon trooper.

I also think we should have a tech that makes them obsolete, so that these events are no longer active in the late game.
Sure, you could have them obsolete by the tech that makes their unit obsolete. I don't mind either way.

More event ideas:

Survivors
Made obsolete by <some early game tech - maybe Dune topography?>
"Our patrols found a group of injured men in the desert near <cityname>, survivors from from a crashed thopter."
1. "See to their injuries, and see if any will join us." Gain an infantry unit in <cityname>.
2. "Spare them, and then let them work off the debt we owe them." Gain two slave units in <cityname>.
3. "Their water must be saved. Finish the wounded and bring them to the deathstills." +15 water in <cityname>. Requires Fremen.

House Minor: fealty
Requires: a barbarian city, contact with another civ.
"We have come across the remnants of one of the Houses Minor, who have survived the Catastrophe. They are being hunted by the <civname>, and offer their fealty in exchange for protection."
1. "Allies are always useful. Attack the <civname>," <barbarian city> and all units in it become yours. Declare war on <civname>.
2. "Arrakis is harsh enough without borrowing the troubles of others. Stay well away." No effect.
3. "We will assist - but we don't work for free. Work out a contract, and then organize the attack." Requires Ordos. <barbarian city> and all units in it become yours. Declare war on <civname>. +100 gold.

Landsraad intrigue.
Requires; high council tech. City with spice resources nearby.
"A motion in the Landsraad would deprive us of spice harvesting rights near <cityname>."
1. "Our hands are tied, there is nothing we can do." Destroy all spice resources in BFC of <cityname>.
2. "Any decision can be changed by a well-placed solari. Spread some bribes around to exclude our holdings from the motion." -100 gold.
3. "Use our political allies to ensure that the motion fails." Requires Bene Gesserit. Add +100 culture in <cityname>.
4. "Fools. Crush the motion with our veto." Requires Corrino. No effect.
 
We should create a series of events that favor particular civics and/or religions.
[Some of your duel ideas probably fit best into an event option that requires Kanly civic.]

eg
Water efficiency.
Requires: <cityname>, <windtrap improvement, groundwater bonus, or dew collector improvement.>
"An able tech-man suggests an innovation that will improve our water efficiency near <cityname>."
1. "Good, implement the improvement." +1 water income in tile with the improvement.
2. "Promote him, this is the kind of man we need." Requires: Meritocracy civic. Add a free techman specialist to <cityname>

Prophet
"A crazed prophet from the desert has been spotted in <cityname>, preaching a return to the old ways. His speeches attract a growing following."
1. "He may rile up the populace, but they will tire in time. Let him speak." <cityname> goes into anarchy for 2 turns.
2. "His words undermine our rule. Have our clerics speak out against him." Requires theocracy civic. No effect.
3. "One of the Chosen! Welcome him as a brother." Gain free priest specialist in <cityname>. requires Shai-Hulad religion.
4. "Silence him. Quietly." No effect. Requires War of Assassins civic.

Palmery
Requires Way of Liet tech.
"We have discovered a cache of water near <cityname> with a handful of scraggly palms - many thousands of litrejons."
1. "Bring the water to <cityname> Water is life." +30 water in <cityname>
2. "Use the water to sustain the trees. Every drop must further the path to Paradise." Add a Palmery building to <cityname>. Requires Arrakis Paradise civic.
[Alternative; make it create a moisture resource and transform the tile to grassland, and change the text.]

Enemy agent.
We have discovered an agent of from <civname> within our household.
1. "Execute him at once. Traitor." No effect.
2. "Turn him, and use him as a double agent." Requires War of Assassins civic. +200 espionage points against <civname>

Gardens
A new fashion is spreading on Arrakis, where wealthy nobles built opulent gardens and fountains. Many nobles in <cityname> are demanding more water.
1. "Allow the nobles to build their fountains - we need these people." Permanent -5% water in <cityname>.
2. "Refuse the water, even if this angers the nobles." Permanent +1 unhappy, -10% culture in <cityname>.
3. "None of our people would waste water on such frivolity." No effect. Requires Water Discipline civic.
 
I've added the events you suggested and improved on them a bit (more options and a bit more balance).

I've also started a new trend for common events based around the guardhouse and houses.

Spoiler :
Unhealthy Goods
-- Smugglers have been active around <cityname> and selling some highly toxic narcotics. What should we do?
Prereq: None
Obsolete: None

* Put our agents in rooting their operations out and driving them out of the area.
* -100% espionage in <cityname> for 20 turns.
* Ignore them. Whoever buys this, is worth his fate.
* Permanent +1 unhealthy in <cityname>.
* Increase patrols and checks. Don't let any of this stuff in. [Requires Guardhouse]
* No effect.
* I need to get me some of that :):):):)! [Requires House Tleilaxu]
* Permanent +1 unhealthy and +20% production in <cityname>.
* Your skill in biology allowed you to create a new version of the drug that improves productivity.


Unwelcome Visitors
-- Smugglers have been active around <cityname> and selling some highly volatile explosives to reactionaries. What should we do?
Prereq: None
Obsolete: None

* Put our agents in rooting their operations out and driving them out of the area.
* -100% espionage in <cityname> for 20 turns.
* We don't have time to waste rooting them out.
* Permanent +1 unhappy in <cityname>.
* Increase patrols and checks. Confiscate anything suspicious you find. [Requires Guardhouse]
* No effect.
* Our patrols have uncovered the smuggler's hideout and their cache of illegal goods.
* Get in contact with them and offer them a job. Then tax them. [Requires House Ecaz]
* Gain a free merchant specialist in <cityname>


Unruly Locals
-- Local tribals have been visiting <cityname> and using up our water reserves.
Prereq: None
Obsolete: None

* Put our agents to riling up xenophobia in the populace to stop them blending in.
* -100% espionage in <cityname> for 20 turns.
* There's nothing we can do about locals.
* Permanent -5% water in <cityname>.
* Lockdown the city. Require travelling papers to let people through. [Requires Guardhouse]
* No effect.
* Send out one of our sisters to "talk" to them. [Requires Benne Gesserit]
* Population in city increases by 1.
* The sister "convinced" the locals to join your cause.


Unfortunately I just discovered that Gwave has been discontinued by Google and is going to be decomissioned eventually. Meh, I say, meh!

I'm going to copy the current events to the OP in that case. Might take a while to fix the formatting
 
These seem good, though I'd drop the espionage penalty to 10 turns.

And drugs are right up Ecaz's alley. They're pharmaceutical trade-oriented drug barons. It makes more sense for them to have something special here than Tleilaxu.
We can also use religious type options for Tleilaxu events, and gholas and axolotl tanks late-game. They have a great deal of social harmony and order, helped by the Xenophobia. It would be pretty hard to infiltrate the Tleilaxu for example, since they're bioengineered themselves almost into a different race.

We need to keep in mind that city yield changes are not easy to implement. Its easy to add one-off changes (eg +30 water, +200 culture in X - I'm not sure if you can add espionage), its much more complex to add yield changes. AFAIK the only way to do this is to add a building that does this (either permanent, or temporary using Deliverator's new code). But we'll be cluttering up the Civilopedia if we add too many buildings that never appear except from a single event, and they will take more coder time to create.

So we should probably avoid this when possible.

On Rogue Agent, torture seems more Harkonnen than Ordos. Ordos seemed a bit more sophisticated, less brutal to me.

On Water efficiency: +1 water in all tiles near <cityname> is just too powerful, and is harder to implement.
I'd remove the Harkonnen effect.
Also: I don't recall that there is an extra text box that displays a choice of your effect.
So if in this event, I chose the "Kidnap his family" option, I'm not sure there is ever an opportunity to display the "Someone leaked word of your cruel behaviour" text.
So the actions and likely effects need to be contained in the action choice string, rather than in a secondary string. I'm not 100% certain though.
And unless there is a good reason to suppress it, we should make the consequences of a particular event be displayed.

"Spare them, and then let them work off the debt we owe them."
Needs to be "the debt they owe us."

On the Palmery event, I like an Atreides option, but instead of:
"The water belongs to the people. Spread the good fortune [Requires House Atreides]"
I would have something like "This offers a chance to display our benevolence. Share the water with the people."

The Atreides are decent, but they're still not exactly altruists. One of my favorite things from the book is the complexity; Duke Leto I isn't a typical Good Guy Hero. He uses propaganda, public displays, and so forth to win the people over. It would be awesome if we could show some of this nuance; that being generous isn't being done (just) for its own sake, but as a governing style to secure his rule by winning loyalty and appeasing the masses.
 
These seem good, though I'd drop the espionage penalty to 10 turns.

I dunno man. Losing espionage in one city seems even weaker than losing culture.

And drugs are right up Ecaz's alley. They're pharmaceutical trade-oriented drug barons. It makes more sense for them to have something special here than Tleilaxu.
We can also use religious type options for Tleilaxu events, and gholas and axolotl tanks late-game. They have a great deal of social harmony and order, helped by the Xenophobia. It would be pretty hard to infiltrate the Tleilaxu for example, since they're bioengineered themselves almost into a different race.

Ok, I'll do the necessary changed. I'll make both smuggler related events for Ecaz and think of something else for Tleilaxu.

We need to keep in mind that city yield changes are not easy to implement. Its easy to add one-off changes (eg +30 water, +200 culture in X - I'm not sure if you can add espionage), its much more complex to add yield changes. AFAIK the only way to do this is to add a building that does this (either permanent, or temporary using Deliverator's new code). But we'll be cluttering up the Civilopedia if we add too many buildings that never appear except from a single event, and they will take more coder time to create.

I see. How about if we have some generic buildings for penalties and bonuses that we re-use. Two for water (-5%, +5%) and two for production (-5%, +5%) for example, and every time an event uses them, we just build those.

I suggest we leave the events with the percentages and leave it up to the dev to see if he can be bothered to implement it like this or with a one time bonus.

On Rogue Agent, torture seems more Harkonnen than Ordos. Ordos seemed a bit more sophisticated, less brutal to me.

Are you sure? They seemed quite crass to me. but yeah, no big objections there.

On Water efficiency: +1 water in all tiles near <cityname> is just too powerful, and is harder to implement.

It's not on all tiles. It's only on tiles with water-specific improvements. Nevertheless, for balance instead I can make the event only for windtraps, which are limited anyway.

Also: I don't recall that there is an extra text box that displays a choice of your effect.
So if in this event, I chose the "Kidnap his family" option, I'm not sure there is ever an opportunity to display the "Someone leaked word of your cruel behaviour" text.

It was mostly flavour anyway. If it can't be used, we just ignore it.

"Spare them, and then let them work off the debt we owe them."
Needs to be "the debt they owe us."

On the Palmery event, I like an Atreides option, but instead of:
"The water belongs to the people. Spread the good fortune [Requires House Atreides]"
I would have something like "This offers a chance to display our benevolence. Share the water with the people."

Agreed.
 
Water customs.
"A great banquet is held in <cityname>. By custom, the guests spill water onto the floor with is mopped up with towels, whose drippings are then sold to the poor."
1. "Who am I to change Tradition? Allow the custom to stand." +10gold.
2. "End this disgrace, it has no dignity. All supplicants who visit the palace will receive a cup of water for free." +1 happy for 10 turns.

Disease.
A virulent disease outbreak has occurred in <cityname>.
1. "Implement a quarantine, and hope for the best." -1 population in <cityname>. +1 permanet unhealth in <cityname>
2. "Purchase the services of the Suk Doctors, who can find a cure before the disease spreads too far." -150 gold. Requires Suk training tech (I forget the precise name).
3. "Our medical infrastructure leaves us well prepared, we can halt the spread of the disease." No effect. Requires hospital building."
4. "Our gene-tweaked nature makes us immune, only the resident Powindah will be affected." No effect. Requires Tleilaxu.
 
I dunno man. Losing espionage in one city seems even weaker than losing culture.
Why?
Espionage forms a global pool, it is always valuable, culture is useless except in border cities.
I don't feel strongly either way though.

I see. How about if we have some generic buildings for penalties and bonuses that we re-use. Two for water (-5%, +5%) and two for production (-5%, +5%) for example, and every time an event uses them, we just build those.
Yeah, I think this is a good way to go if we use these kinds of effects, but we should see what Deliverator thinks. And just call these building "Event bonus" and "Event penalty" and "Temporary Event bonus" and the like.

Are you sure? They seemed quite crass to me. but yeah, no big objections there.
Well, they're non-canon so there's little to go on. But it helps differentiate them from the Harkonnen, who are more casually brutal.
But again I don't feel strongly.

It's not on all tiles. It's only on tiles with water-specific improvements. Nevertheless, for balance instead I can make the event only for windtraps, which are limited anyway.
I'm not sure that its very easy for an event to affect "all tiles near city X that have improvement Y on them". In general, events either trigger on a tile, or on a city, AFAIK.
 
I'm not sure that its very easy for an event to affect "all tiles near city X that have improvement Y on them". In general, events either trigger on a tile, or on a city, AFAIK.

Hmm, yeah I noticed that your event affected only the triggering tile. I have another idea for a house trigger though. Instead of House Harkonnen killing him, House Ix will simply improve upon the technology for a whooping +2 water :)

2. "End this disgrace, it has no dignity. All supplicants who visit the palace will receive a cup of water for free." +1 happy for 10 turns.

[Atreides Only] Surely? ;)
 
Research Breakthrough
Requires:Education tech (to stop it messing up the early game).
"Researchers in <cityname> have made a major breakthrough speeds our technological progress."
1. "Progress is power." +300 beakers to current research.
2. "Our techmen are the best in the galaxy." +400 beakers to current research. Requires Ix.
3. "Our research facilities will allow us to exploit this to the fullest." +500 beakers to current research. Requires Ixian Skunkworks building.

House Minor: dispute.
Two of the Houses Minor in <cityname> have a dispute that requires arbitration.
1. "Use our best judgement, knowing that one House will be alienated." +1 unhappy for 10 turns.
2. "Encourage bribes from both Houses, and rule in favor of whoever offers the most." +200 gold, +1 unhappy for 10 turns. Requires Ordos.
3. "We are Emperor. Let none question our Judgement." +200 culture in <cityname>. Requires Corrino.
 
I have another idea for a house trigger though. Instead of House Harkonnen killing him, House Ix will simply improve upon the technology for a whooping +2 water
Decent. I have something similar in Research Breakthrough.

[Atreides Only] Surely?
I considered this, I'm not sure. The effect is trivial, so the event is purely for flavor.
Do we want to totally straightjacket the player roleplay wise? I figure for something minor like this, it might be better to let the player to choose how they want to respond, rather than force them to keep the tradition.
Other houses might also make minor public acts of benevolence.
 
I considered this, I'm not sure. The effect is trivial, so the event is purely for flavor.
Do we want to totally straightjacket the player roleplay wise? I figure for something minor like this, it might be better to let the player to choose how they want to respond, rather than force them to keep the tradition.
Other houses might also make minor public acts of benevolence.

Hehe, yeah I agree. I was just joking :)

Btw, if you want to make my life a bit easier when updating the OP with your ideas, can you please keep the format similar to what I am using? You don't have to actually do the lists and colous but if possible don't use quotes and put the requirement after each choice, rather than after the result.
 
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