[suggestion] stealing with consequences

Perhaps in an expansion a stealing dynamic could be introduced to lighten the load of expensive wares vendors have with the added bonus that if caught, then the character takes a massive faction hit. The shopkeeper closes up shop to the character until repaid, and/or guards escort the rogue to a mini-adventure “escape from Alcatraz”-like scenario where the offender is left nekkid with only their wits/skills/spells in a dank dungeon where they need to collect various junk to make a raft to sail back to Cairn.

  1. What the hell would vendors even have that’s actually worth stealing and taking that risk?

  2. No one likes scenarios where you get stripped of hard-won gear and tossed into a dungeon. The people that say they do are lying.

  3. The authorities in Cairn (what’s left of them anyway) would probably just kill you on the spot anyway. None of this “exile to a prison island” nonsense. Bourbon himself would probably tell that asshole hangman to string you back up.

  1. How the hell would you even implement that without major engine additions.

  2. Why would you include an entirely useless mechanics from entirely different types of games that would be entirely unfitting for this genre.

  3. It’s just not worth the effort.

Heh. Not disappointed. Had a feeling flack city was going to go down on this one. Hehe

Implement chance to steal: Success: Good job duude! Go on with yer bad self.

Fail: Cut to scene of Jarvis having a hoe down as yer neck snaps then cue in scene of massive crowds of HC nubs bawling in an onion field because they had no idea it was going to end like this.

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You know, I have never seen a single RPG handle stealing/shoplifting/etc intelligently and in such a way that actually made it fun.

Link’s Awakening had the right idea with shoplifting. And this isn’t the only “consequence” ;).

That’s actually rather interesting, though calling Zelda games RPGs might be a bit of a stretch.

I always think of them as Adventure games with RPG elements so you’re right that they arn’t RPGs per se but take or share traits with them. Can’t think of another way to rationalise it. Out of them, the 2nd is probably the most like an RPG but is also the least like any other in the series.

Hard Points taken… understandably valid. Just a dumb idea I had. :eek: