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Reverse effects of supplying NPC mobs
Posted: Thu Oct 09, 2014 10:47 pm
by Winter83
Inspired by roleplay.
Bringind food to certain areas lowers the population. -- Feed the poor so they dont leave the sewers!
I know its less heroic, than cutting down monster bosses.
Different approach to the same effort is always nice.
Re: Reverse effects of supplying NPC mobs
Posted: Thu Oct 09, 2014 11:09 pm
by LittleWeasel
Call a druid

Re: Reverse effects of supplying NPC mobs
Posted: Fri Oct 10, 2014 2:07 am
by Rystefn
If only the guard/council knew a druid that could help

Re: Reverse effects of supplying NPC mobs
Posted: Fri Oct 10, 2014 5:48 am
by yellowcateyes
The answer to urban poverty, crime, and overcrowding in metropolitan Cordor is to call a druid? Funny how that works.
Re: Reverse effects of supplying NPC mobs
Posted: Fri Oct 10, 2014 5:57 am
by The Rambling Midget
yellowcateyes wrote:The answer to urban poverty, crime, and overcrowding in metropolitan Cordor is to call a druid? Funny how that works.
City Druid. Probably a cute tiny female Fey with pink hair and a garment of leaves which covers the minimum necessary for some semblance of decency. Named after a food product high in sugar. To find her, just follow the giggling and the jingling sound of her shoe-bells.
Re: Reverse effects of supplying NPC mobs
Posted: Fri Oct 10, 2014 6:11 am
by yellowcateyes
The OP's suggestion is a sound one. It opens an avenue for Ilmaterites (or any character who has a reason to engage in charity) to make a helpful mechanical contribution, beyond RPing with make-believe poor and needy.
Offering aid and assistance to the impoverished is a significant part of the dogma for many deities. Being able to actually do this in-game with an expenditure of food resources for a tangible effect would be a boon to that kind of roleplay.
I do think those kinds of characters are more common than characters who actually are urban druids, so at the very least both could be accommodated.
Re: Reverse effects of supplying NPC mobs
Posted: Fri Oct 10, 2014 1:20 pm
by William Steele
Re: Reverse effects of supplying NPC mobs
Posted: Fri Oct 10, 2014 10:28 pm
by one day remains
I get the point but... Uh... why would supplying food to a group of people reduce their population?
I get that "some" may not want to leave their homes because of the access to more food, but surely the "giving food" prospect would also be in turn increasing their population by giving them a supply of resources in which to grow with which would then cause them to leave their "housing" regardless due to crowding?
Just my thoughts on it.
Re: Reverse effects of supplying NPC mobs
Posted: Fri Oct 10, 2014 10:35 pm
by William Steele
i'm not sure if feeding the homeless causes more homelessness... i mean, in a sick way, it reduces their attrition rate, sure, but...
Re: Reverse effects of supplying NPC mobs
Posted: Fri Oct 10, 2014 10:57 pm
by The Rambling Midget
Both sides of the argument make opposing assumptions about the current situation. One assumes that these are good people who were driven to crime by poverty. The other assumes that these are evil people who steal because stealing is fun and babies are delicious.
Realistically, it's probably more like Africa. Some of the people are just hungry, while others are truly greedy and malicious, and one group will happily kill the other to get all the bags of rice from the UN aid truck.
Re: Reverse effects of supplying NPC mobs
Posted: Sat Oct 11, 2014 1:37 am
by Dr_Hazard89
If I give this dragon a steak, will he leave me alone?
Re: Reverse effects of supplying NPC mobs
Posted: Sat Oct 11, 2014 2:54 am
by one day remains
The above post relates directly to the non-human mobs in an environment. At the end of the day these should be factored in as well. Placing more food in a sewer system may result in the homeless getting it, but chances are the rats will get it first which will result in a population boom for rats, due to access to lots of food, and even possibly a growth in rat size (over time of course, like the modern "super rat"). I can only see this situation being applied to Cordor in the first place, since there's no, to my knowledge, other vagrant or lunatic mobs anywhere else.
Lunatics are down there because they're insane, they could even be rich, who knows. You can assume that the vagrants aren't like the homeless guy in the lower district and are either too nuts to care (hence attacking you) Or have malicious intent (hence attacking you upon sight) rather than just begging for assistance.
Re: Reverse effects of supplying NPC mobs
Posted: Sun Oct 12, 2014 3:43 pm
by Artos13
It's a good thought, but since the system accommodates everything from rats in the sewers, to demons spawning in from the planes, something like food just wouldn't fit the entire system. LW's suggestion of getting a druid is the best solution, since it can be very flexibly role-played. Interestingly, you could also bring food resources to populations with the thinking that you are helping, while in reality you are making the problem worse. [Insert real-world example here] It still makes for interesting role-play.
Also, how did this forum just become the Suggestion Box?
Re: Reverse effects of supplying NPC mobs
Posted: Sun Oct 12, 2014 4:02 pm
by triaddraykin
Artos13 wrote:Also, how did this forum just become the Suggestion Box?
I can answer that: We're able to talk about it, like we used to be able to. I totally get and support why most are muted from the SB forum, but we DO like to be able to discuss ideas.
Re: Reverse effects of supplying NPC mobs
Posted: Mon Oct 13, 2014 4:22 am
by KregorRanger
Dr_Hazard89 wrote:If I give this dragon a steak, will he leave me alone?
So long as it takes long enough for the dragon to eat it, as for you to run away.

Re: Reverse effects of supplying NPC mobs
Posted: Mon Oct 13, 2014 4:43 am
by The Rambling Midget
Steak is to a dragon as a fat kid with honey on his legs is to a bear.