Alignment

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Alignment is a sort of measure of your character's world view.
Good deeds, will tend to make you 'good', while evil doing will
make you 'evil'. Several game elements are based on alignment.

Many items can only be used by certain alignments. Some spells
have greater effects on characters of certain alignments.
Many of the game's religions require your character to maintain
a given alignment.

There are 4 alignments:

Good    - representing selflessness, good deeds, and the path of light
Neutral - the path of balance, and moderation
Evil    - Selfishness, greed, 'me first'
Chaos   - Active change, lack of stagnation, NOT whimsy or "do what i want"

In terms of your score command, alignments are represented as follows:'

Pure      -\            -\
Good        >- Good       \
Pious     -/               \
Kind      -\                \
Neutral     >- Neutral       >- Chaos
Mean      -/                /
Corrupt   -\               /
Evil        >- Evil       /
Diabolic  -/            -/


Good deeds include: slaying evil monsters, healing other players,
donating valuable equipment for lower level players.

Evil deeds include: slaying good monsters, casting necromantic spells,
or killing any mob of significantly lower level than you.

Chaotics must change alignment often based on number of hours played.

See proffer for information on how it affects your alignment.

Numerical Values

 851 to 1000  : Pure
 501 to 850   : Good
 351 to 500   : Pious
 251 to 350   : Kind
-249 to 250   : Neutral
-250 to -349  : Mean
-350 to -499  : Corrupt
-500 to -849  : Evil
-850 to -1000 : Diabolic

These values are used in building, shop mobs, and LML.
These can be easily tested with shop mobs + divinity.

Arawn's View

To:      all
From:    Arawn
Subject: Lensmoor design metaphysics and the nature of Good versus Evil
Date:    Tue Feb 10 08:23:18 2009
===========================================================================
I don't know if this is written down anywhere, but it's kind of how I see 
the good versus evil conflict, as well as being a guiding principle in what 
sorts of spells go where. 

In our game world there are various types of energy that can be channelled 
by spellcasters to create various effects. Part of the effect is based on 
the caster's control, and part is based on the energies used. 

The energies come in different forms. There are the elemental energies, 
that tend to power sorceries. There are the energies of growth, that power 
druidic spells. 

There are also the karmic Positive and Negative energies. 

These two energies are in opposition to each other, and have more of an 
impact on people's souls than do the other energies. For, when one does 
evil deeds, their soul (aura) becomes stained with negative energy, and, 
likewise, when one does good, their aura becomes stained with positive 
energy. 

Necromancy is powered entirely by negative energy. As a result, any use of 
necromancy leads the user towards an evil aura. Liches, existing through 
the constant channelling of this negative energy, are constantly dragged 
towards the negative side. Demons are creatures of negative energy, as 
angels are creatures of positive energy ( and genies are creatures of 
elemental energy, and trolls nature, as an aside) 

It is intentionally harder to become gold, there are less mechanical means 
to do so. It should be easy to fall, hard to remain good. You cannot simply 
channel positive energy the way you channel negative energy - positive 
energy flow through people who are already positive, while negative energy 
changes the user to match itself. 

Neutral and Chaos fit into this picture as well, although, not being the 
absolutes, they have less of an impact. Those who believe in neutrality 
realize that both energies have to exist in balance - they strive to keep 
them in balance. Chaos, on the other hand, is about drawing power from the 
change in energies. Neutrality and chaos are semi-opposed to each other in 
this way; neutrality works hard to keep things balanced, and chaos wants 
nothing to do with remaining at the same balance all the time and wants to 
deliberately unbalance things. 


How does this fit into game design? 

I see necromancy as the quick and dirty way to power. If you accept the 
costs (red aura, additional spell costs, like wither or ToD), you can get 
results fairly cheaply. Necromancy is also more about creating indirect 
effects. It is more likely to have debuffs than buffs, and its direct 
damage abilities, while present, aren't top-level. 

On the other hand, your holy spells require more from you. Many have 
alignment restrictions, or only work at full effectiveness against evil 
creatures. They're mostly designed to be 'direct' spells. Holy spells 
create immediate effects, they buff the caster, rather than debuff the 
enemy. They're focused on destroying their opponents and protecting 
themselves, with spells that can put out a lot of damage against those 
based in red energies.


Just some stuff for you to mull over and get a feel for where I'm coming from
with this stuff.
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