You are declared an OUTLAW and can never become a champion..
I've been intrigued by this rule from the EU version of Prince Magnus' gold. If you keep the treasure instead of returning it to its rightful owner, you are declared an outlaw and can never become a champion. Maybe this has been discussed ages ago, but it comes fresh into my mind today.
I like that idea, especially if you incorporate the 1st edition rule wherein becoming a champion actually means something (like getting a reward, or in my homebrew rules, leveling up your abilities based on how many quests you complete.... much like Phoenix's rules and several other ideas on here).
But then what? What if there are other ways to become an outlaw, like say, attacking Sir Ragnar instead of saving him?
If players become so branded, I wondered how to keep them playing rather than just punishing them to the point where they don't want to play anymore, period (and good riddance!).
Can they atone for their actions and become good again?
I imagine a scenario where the "outlaw" is recruited by Zargon. The Hero is placed before the face of evil (let's say the game screen, if you you have a custom Zargon figure, he's behind an impenetrable force field or its just a magical vision so he can't be attacked). "Join me... " and if he agrees, he becomes a monster, like a Chaos warrior (and uses black shields to defend, but everything else remains the same). If he REFUSES... he gets attacked by a bunch of Chaos Warriors. If he kills them and flees, he can get back into good standing with the Heroes, perhaps with just a slight gold penalty (paying a "fine" for reparations to the Emperor).
Or maybe if he just pays back the gold, he gets in free.
I could imagine a player switching alliances back and forth. But what about the "monster hero"? Does he just get controlled by Zargon (meaning the bad guys now have a really strong monster.... and the player who controlled him previously just gets a brand new "basic" hero) OR perhaps the traitorous player gets to take part in a PvP style thing. Maybe after the second or third room Zargon reveals the "former Hero" (and that player gets to control him) and attack the good guys. But if he changes his mind and starts killing the monsters instead, the monsters will start targeting him and in the next quest, he'll be "Good" again and start defending with white shields. An apology or official surrender to the "true" Heroes wouldn't hurt, for role-playing purposes.
Perhaps over time you could teach a creative (but unruly) player that the path of righteousness is better. Just some ideas... feel free to throw out yours.
Of course the easy solution is just to say "you can't attack your own guys" and not give them an option to betray. But this could be interesting... based on ideas originating in the earlier versions of the game. Thoughts?
I like that idea, especially if you incorporate the 1st edition rule wherein becoming a champion actually means something (like getting a reward, or in my homebrew rules, leveling up your abilities based on how many quests you complete.... much like Phoenix's rules and several other ideas on here).
But then what? What if there are other ways to become an outlaw, like say, attacking Sir Ragnar instead of saving him?
If players become so branded, I wondered how to keep them playing rather than just punishing them to the point where they don't want to play anymore, period (and good riddance!).
Can they atone for their actions and become good again?
I imagine a scenario where the "outlaw" is recruited by Zargon. The Hero is placed before the face of evil (let's say the game screen, if you you have a custom Zargon figure, he's behind an impenetrable force field or its just a magical vision so he can't be attacked). "Join me... " and if he agrees, he becomes a monster, like a Chaos warrior (and uses black shields to defend, but everything else remains the same). If he REFUSES... he gets attacked by a bunch of Chaos Warriors. If he kills them and flees, he can get back into good standing with the Heroes, perhaps with just a slight gold penalty (paying a "fine" for reparations to the Emperor).
Or maybe if he just pays back the gold, he gets in free.
I could imagine a player switching alliances back and forth. But what about the "monster hero"? Does he just get controlled by Zargon (meaning the bad guys now have a really strong monster.... and the player who controlled him previously just gets a brand new "basic" hero) OR perhaps the traitorous player gets to take part in a PvP style thing. Maybe after the second or third room Zargon reveals the "former Hero" (and that player gets to control him) and attack the good guys. But if he changes his mind and starts killing the monsters instead, the monsters will start targeting him and in the next quest, he'll be "Good" again and start defending with white shields. An apology or official surrender to the "true" Heroes wouldn't hurt, for role-playing purposes.
Perhaps over time you could teach a creative (but unruly) player that the path of righteousness is better. Just some ideas... feel free to throw out yours.
Of course the easy solution is just to say "you can't attack your own guys" and not give them an option to betray. But this could be interesting... based on ideas originating in the earlier versions of the game. Thoughts?