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Context Dependent Nightmares #72309
Context Dependent Nightmares #72309
Conversation
…eoc, and 2 nightmares.
@GuardianDll, it’s absolutely silly how long I’ve left this PR on the burner, but life’s been rather busy as of late, and I’ve lost track working on other things. I plan to rework the current snippets, add some more to bring all categories up to a decent number, and perhaps add a couple more categories to more important areas or professions (disclaimer: I have yet to figure out what’s the most important area or profession). |
Spell checker encountered unrecognized words in the in-game text added in this pull request. See below for details. Click to expand
This alert is automatically generated. You can simply disregard if this is inaccurate, or (optionally) you can also add the new words to Hints for adding a new word to the dictionary
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This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not bump or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered. |
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not bump or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered. |
Ooooooo; is this still being worked on? |
Closing as stale. If you wish to continue working on this, ping me to reopen. |
Summary
Content " adds context-dependent nightmares that change based on the player’s profession, reflecting traumatic nightmares gained from the events of the cataclysm. Also reformats existing nightmares by adding line breaks."
Purpose of change
While working on PR #71877, updating profession descriptions to reflect established lore, it often crossed my mind how little a player’s profession plays a role in the game as a whole. It determines your starting equipment and your opening skills, and that’s, essentially, it. In addition, it is often said that our player characters feel somewhat overly desensitised to the, let’s be honest, mind-shatteringly upsetting events that transpired during the Cataclysm, with a collection of shoehorned in guilt penalties for putting down undead children and non-hostile NPCs and little in the way of tangible psychological effects.
While explicitly twisting a player's arm and telling them what their character’s feeling and has been through is likely not the best way to go about things, and the endless power of role play comes in to save the day as always, I felt like there was room for traits and features that Leen into this notion a tad more, while also making a player’s profession effect more things within the game. As such, like any good JSON munky, as soon as the idea crossed my brain, I stopped working on the aforementioned PR, and like a baboon being presented with a banana on a string over a pit, I charged after this.
Describe the solution
I must, firstly, stress that not only is this PR still a proof of concept, but that I have left it as such to gain best-practice advice from those who know better than myself. Fundamentally, this PR adds a new trait to character creation, troubled sleeper, that activates a number of EOCs that check the player's profession upon falling asleep and display different sets of snippets, depending on the player’s profession. As of this PR being opened on draft, current work includes:
What’s left to be done?
Describe alternatives you've considered
I originally contemplated setting the trait to be PTSD, but, learning from our experience with the schizophrenia trait, I thought it best to avoid name-dropping anything in particular. In addition, considering I’ve never had PTSD and don’t know much reliably about it, I felt like I’d do a poor job at respectfully simulating such a medical condition, and mental health is just one of those places I’m not walking into unless I’m confident that I can do it right. I wouldn’t be opposed to adding some symptoms of PTSD if we had the means to implement them for the sake of making the trait more interesting, but I would need some pointers on what could and should be added.
I considered implementing this not as a pickable trait at character generation but as a set EOC that would run for every character created. I might yet choose that latter course, but I’ve gone for the trait root, at least for now, to still leave the gate open for players who want to role play so that their characters don’t get nightmares. For the record, I think that every character, apart from hyper-particular circumstances, should suffer from trauma of some sort, but I honestly don’t want to poke the people that’d take to the comments and declare their characters to be: “SUPER BAD ASS MANLY EPIC CIGAR SMOKING MEN THAT FLEX ON THE CATACLYSM AND EAT ZOMBIES BECAUSE WE’LL KILL THE BLOB AND WHO DON’T GET NIGHTMARES BECAUSE WE’RE EITHER MANLY EPIC MEN OR SUPER NINJA JAPANESE BATTLE MAIDS OORAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!”
Testing
Still to be done for the most part, the PR’s in it’s baby stages.
Additional context