I can see JSwing is not a very big advocate of
Diablo. I think we're having some confusion here between the words "hero" and "adventurer," because in my book they are most certainly not the same thing. I have enjoyed characters who adventured for a living but had
zero heroic motivation for doing so. One such character captured souls and put them into magic items just to see what kind of neat weapons and armor she could create. So, we'd better clear up this whole ordeal.
I agree with Wav's comments. Maybe I was on drugs or something that night. You may improve the setting however you see fit. Whether it's fantasy or future, our underlying objective remains the same: JSwing wants to desegregate heroes back into society.
Let's clear up the first point:
Heroes and adventurers are NOT the same thing. I've created a game world that emphasizes this very statement by establishing two distinct and opposite factions with completely incongruous beliefs. Being a hero of one faction effectively makes you a villain in the other, so I don't think we can safely use the term "hero" from this point forward.
Now the question becomes: How does an
adventurer remain connected to the general public? Depending on what he does for a living, an adventurer might not have any reason to deal with the public. And this is pretty much where the whole discussion starts over. Let's take some examples:
Warrior, "kills orcs for a living and sells the loot." Well, his means are certainly not very heroic, but if orcs are public enemy number-one, then your average joe will look upon him in a favorable light. He might very well be a hero to any nearby villages. The pawnshop owner buys all the hero's merchandise and sells it to other businesses, who can then rework it into something useful and make a profit. The hero dumps his hard-earned coin on beer and prostitutes. The economy is booming. That orc murderer is one helluva guy!
Sorcerer, "studies magic in his tower all day." Nothing heroic here. We've got a fat guy who makes his own food and water with spells. Anytime he's not eating or sleeping, he's reading books and throwing fireballs out the window. He has no attachment to public life whatsoever. He's just a bum wizard in a tower.
Baker, "cooks and sells muffins." (I chose muffins for you
EverQuest addicts.) This guy is not a hero. He sweats over a stove all day, baking goods and selling them to the local populace. What he does makes him integral to society at large, because many hundreds of mouths rely on his muffins to survive. But that doesn't make him a hero, not in the conventional sense of the word.
Monk, "travels the world looking for the meaning of life." Here we have a guy who wanders the backtrails of the world, analyzing everything he sees for what it is. His sole purpose is spiritual: he wants to learn the meaning of life through understanding alone. He's every bit of an adventurer, but he's nothing of a hero.
__________
Rather than force adventurers to lick the boots of society by becoming dependent on it, I would recommend finding ways to turn mundane characters into not-so-mundane adventurers. Players take the easy way out because it tends to yield greater rewards. In
Diablo , people slaughter monsters because monsters drop magic items. They don't do it because monsters threaten the sanctity of life. I've never once seen a monster wander into town and eat Deckard Cain. That's the kind of thing you need to make the common folk open their eyes.
I guess the solution to both of our goals would be "complete and unadulterated interaction with the world." That means the world has to fight back. Things have to happen
around the player, rather than just
to the player. This has always been one of my biggest gripes about modern games.
Edited by - Tom on April 26, 2001 2:34:45 PM