Dear Fellow Wastelanders and Wastland creators!
I have personally not yet played Wasteland. However since Fallout 1 and 2 still are 2 of my favorite games and Wasteland 2 is on the Horizon, I'm trying to get myself a copy and play through it.
Now I've just read through the first post of this topic and I was thinking, well, moral dilemmas, that's great. We should definitively have that. It's what made Fallout 1 and 2 great for me. But I personally think it might be time to take it just 1 step further. So bare with me for a second.
In Baldur's Gate you had a system called alignments, basically a good aligned character would not participate in evil actions. In my opinion the downside of this system was that it is static.
What I would like to see introduced is a dynamic system that writes a piece of your playable character's personality (for the ending) every time you make a (moral/immoral) decision. Resulting, by the end of the game, in a fully developed human being.
And it is hereby that the question that I would like to see answered arises, how do the characters I've created over the course of my play-through interact with the world around them after the game has finished?
EXAMPLE
Here are just a few personality traits/flaws and how it would result in the ending for that character.
Mission -> Moral Decision -> Characteristic Discovered -> Patient or Impatient
Mission -> Moral Decision -> Characteristic Discovered -> Courageous or Cowardly
Mission -> Moral Decision -> Characteristic Discovered -> Loyal or Rebellious
Mission -> Moral Decision -> Characteristic Discovered -> Passive or Agressive
Mission -> Moral Decision -> Characteristic Discovered -> Justice or Revenge
Karma: Good, Neutral or Evil
Alignments: (picking a few fallout ones here) Raiders, Brotherhood, Police or perhaps a city (examples given)
Ending:
Character: John Doe
Patient: patiently waiting for the perfect moment
Impatient: impatient and quick about his decisions
-
Courageous: continued his journey
Cowardly: settled down in Base Alpha
-
Loyal: exercising the law
Rebellious: breaking all the rules
-
Passive: jail every ____ (if good scumbag if neutral one that stands in his way evil do-good-er).
Aggressive: shoot every ___ (if good scumbag if neutral one that stands in his way if evil do-good-er) in the face.
-
Justice: for Justice.
Revenge: for Revenge. (after losing his wife and daughter to the evil bunny rabbits of doom).
Now let's say we made the Impatient, Courageous, Rebellious, Neutral, Passive, Revenge choices, the ending would be:
John Doe, impatient and quick about his decisions continued his journey breaking all the rules to jail every one that stands in his way for Revenge. (after losing his wife and daughter to the evil bunny rabbits of doom).
You could even add the city with which the character has the best standing as his home, where he or she went to live, stuff like that! (This does mean that every city should have exactly the same amount of obtainable karma of course). And this could have positive or negative effects as well!
Now what would be absolutely even more AWESOME is that if
-every mission had a DIFFERENT set of traits/flaws.
-every mission can have the same traits/flaws but never the same SET.
example given:
Mission 1: Impatient or Patient or Justice
Mission 2: Impatient or Courageous or Justice
Mission 3: Patient or Courageous or Justice.
Now the easy way to incorporate this system would be to say, which ever trait on the spectrum get's picked most often defines the personality. What would be even more awesome if you could make it so that someone could be either
Extremely impatient, impatient, patient or extremely patient. (and write endings accordingly).
Now I know there's still a few holes in the idea, I JUST thought of it, kinda popped into my head, and figured I'd write it out. If there's anything you've read which you think could be done better, post it! I think this idea is awesome, if you can contribute and make it even more awesome, that would be appreciated!
This brings me to the mission idea's and their moral dilemma's I've got three for you!
Mission 1:
Escorting the little girl you've recently rescued from a cave infested with mutated wolves back to town you pass a group of people screaming at each other will hiding behind a piece of wall from a house that once was. The little girl points to the farm a few hundred yards ahead and tells the party of rangers that this is her house. You decide to talk to the group of people to investigate the problem.
It seems that a group of raiders have kidnapped the woman living in the house, the woman, who's husband died a long time ago, turns out to be the mother of the little girl you are accompanying.
Once you reach the house however you notice that 1 of the 2 kidnapped persons is your instructor (who you met beginning game) or maybe even a squad mate. (Let's just say a good, close friend that is a positive influence to possible outcomes in the game). You can only save 1. End of game elaborate decision

Mission 2:
You meet a girl who introduces herself as Jane Doe, she is the wife of John Doe, a cadet who trained with you.
In some town in a back ally during night you catch a rapist in the act. He notices you, quickly raises his pants and runs away. You are briefly in pursuit but quickly find out that he is no where to be found. You did see his face however and remember that he was one of the cadets you trained with back when you where still training to be a ranger, John Doe.
A few towns up ahead you meet the cadet rapist again, it's midnight and this time he is just wandering the streets and spots you too late, you end up chasing him for the next (2 hours of in-game time?) You choose how to make this exciting xD)
The next day you wake up and when you reach the town square there is a lynching. To your surprise it is the rapist. He is being charged with the murder of his wife Jane Doe who was murdered last night around midnight. You remember you where chasing him during that time, which means it couldn't be him. John Doe is crying about the loss of his wife, screaming that he didn't do it, and obviously in very much pain. What do you do? (Maybe have one of the party members note the fact that you chased him during that time).
Mission 3:
When trying out a new gun on the gun range one of your bullets ricochets of a wall and you accidentally shoot the wife of one of the townsmen in the face. A kid, who picked up a gun from the stall when no one was looking, accidentally dropped said gun and it went off. He picks the gun back up and just as he's holding the gun properly people notice him aiming in the direction of the woman who was just shot in the face. When investigated a bullet seems to be missing from the chamber of the boys gun. Fortunately for the boy he is 13 years of age and the rules clearly state that the penalty of murder for a person below the age of 18 is 10 years in jail, whether it being an accident or not. However the penalty for someone over the age of 18 is death. What will you do?
With Kind Regards,
Dkay
P.S. If needed I'd gladly help researching and writing for such a system btw. Just p.m. me.