NWNThayPW / ThayPublicSuggestions

Public suggestion repo for the NWN:EE server Thay and the Underdark
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Player Slave - QOL Suggestions #18

Open ghost opened 1 year ago

ghost commented 1 year ago

Player slaves are, by nature of the game, unique existences in Thay. They are more powerful, more capable, and generally granted more "freedom" to move around. Every slave in Thay is generally a laborer with a short, miserable life, a sex slave, or a gladiator condemned to die. Because player slaves often travel alone, typically as gladiators or player-owned, this "trust" should be reflected in a few QOL changes.

  1. Allow player-slaves to use wagons, or make this a player-owner option to disable (marking whether or not a player slave is "trusted"). The IC reason for wagons denying them services is to prevent escapes, but how would this be an issue IC? There is no actual way to "escape" other than breaking out of the slave pens immediately or having a player-owner declare a player-slave as an escapee, both of which will result in hostile NPCs anyway, thus preventing the use of wagons appropriately.

  2. Make the gladiator arena progression faster. Every time I have played a gladiator, I have reached 100+ arena victories and the server continues to assign nothing but the Pit. It's understandable to limit gladiators away from Eltabbar's big arena, but everywhere else should be fair game - especially Tyraturos, the actual starter town of the server, where the arena is literally just a big tent in a field.

  3. Allow player-slaves the chance to earn their freedom. Per lore, Thayan slaves CAN be freed. While this probably should not be simple manumission or "buying" your way out (unless it's a truly exorbitant amount of gold), earning freedom should nonetheless be an option. When a gladiator reaches the zenith of their career, they should be offered such an option; certain high authorities should be permitted to grant freedom to loyal and well-performing slaves (but it's Thay, where most are evil, so this would be a very unlikely reward as it is); if other nations are added in, such as Mulhorand (where manumission is legal), this should also be an option for those wanting a legal form of freedom (and perhaps this comes with the added threat that the slavers' guild will never again accept a bribe, and so the character must contend with slavers [and the potential loss of their gear] forever, not just assassins).

  4. Slave "packs" should be available. Player-slaves are already doomed with the loss of their gear, the struggle to acquire any meaningful coin, and the high prices offered to them, and removing their option for pack-slaves is a solid kick in the nads. Horses make up for this a bit, but are limited to overland locations. Player-slaves should have a "slave's pack" available, which should be character-bound or undroppable, that reduces the weight of what's inside of it by 20 or 40% (like a lesser magic bag).

  5. There needs to be a source of food and water for recently-captured characters. Currently, a player-slave will just die of thirst/starvation if they are not bought in a timely manner by a player-owner, or attempt to escape/join the gladiators. A source to remedy the HTF threat should be available to give people the time to decide and a chance to roleplay with anyone that comes to visit them in the cell.

ghost commented 1 year ago

Adding one to this:

  1. Allow slaves and gladiators somewhere to rest in every town. I get why a respectable innkeeper wouldn't want to allow a slave to rent a room (though maybe this could be reflected in the whole "trust" thing above), but there should still be somewhere to sleep. As it stands, slaves have to go out into the wild with a bedroll to rest, or hope for a player-owned house to have an accessible resting spot, or borrow a room with another player (rarely the owner of said character).