After Wandering Nobles came out I decided to give a try to the Hereward the Wake campaign and see the custom made content. After playing two campaigns seeing the mini-Struggle, I came to believe there is a flaw in how this particular content approached dynamic storytelling, and thinking about it some more, I figured that this flaw is actually present in a lot of content in the game (in a lot of Event-driven content, to be precise), and this game's approach to creating dynamic storytelling could be improved with a few key changes, and thought to write a feedback thread about it and start a discussion on how to improve both the role-playing and strategy sides of the game.
Exhibit A: Hereward the Wake
The campaign starts with out with an Event that invites you to return to England in the wake of the Norman conquest, followed by you arriving to find your brother being murdered by Normans, which is part of the actual Hereward’s legend. I think these two Events are good at getting the story rolling and setting the stage. After this, England enters a mini-struggle (which suffers from lack of a proper UI, so you don’t really have a way of knowing how it works or how it’s going besides occasional pop-ups) where Hereweard gets random pulse Events where he fights Norman knights (among other things) and this brings the level of “Resistance” in England up.
And here’s the main problem with this: You rely on waiting for random Events to happen to bring stuff forwards. There is little to nothing you can proactively do to influence Resistance or bring about your fight against Norman knights. Most of the time, 10 years will pass and you will at most get 2 Events. I played two Hereward campaigns where I died of old age and the conflict fizzled out without this building up to any satisfactory narrative – it was just a few random Events that didn’t influence what was otherwise a very standard Landless adventurer gig. There was even an Anglo-Saxon Populist revolt in the meantime that did not tie into it or automatically call me to join it, or even influence Resistance at all.
Here’s my suggestion for improving this: Imagine if, instead of relying on Events, you had an “Ambush” Scheme you could run against Norman knights and Lords of your choice which, if successful, gets you to attack and fight them (and they could have a Scheme about hunting you down as well). This way you’re getting involved in the story and making things happen instead of just waiting for Events to happen to you. The general idea of this Ambush scheme could be expanded to a general guerrilla warfare mechanic for landless rulers. Also, make sure Hereward is automatically invited to join any Populist Revolt that happens, and make Populist Revolts interact with Resistance and Pacification in some way.
And this brings me to the main criticism of a lot of content in this game: It relies way too much on RNG to bring about dynamic storytelling, and does so in a way that robs players of the agency necessary to get immersed and make dynamic stories happen, so it ends up just creating pop-ups that feel like they get in the way of what’s actually interesting (hence the recurrent complaints about "Event Spam"). Random events are a good way to represent things that happen to your character (such as meeting robbers on a road, or going against someone on a Tourney, or being bothered by someone at a Feast, etc), but are not a good way to represent actions that are narratively framed as something your character decided to do (after all, If I am my character, why did I need a random Event I had no way to bring about to allow me to make a choice? Why couldn’t I decide it on my own?) never mind things that act as strategic choices (you can't satisfyingly plan something if the steps of the plan need unreliable RNG to even be available).
My suggestion is to take this as a core design principle: The ability to make a role-playing or strategic choice should never be locked behind a pulse Event, they should be placed behind Interactions, Schemes and Decisions instead. Here’s some examples to clarify what I mean exactly:
Exhibit B: Diarchies
I think the skeleton of the Diarchy/Regency system in the game is very good, but it’s missing a critical component to make it really work, and that is agency. I don’t know if you have ever tried to run a palace coup as a regent, but if you have, you quickly found out that it’s an incredibly slow and ultimately boring affair. Why?
Because, as passive Scales of Power gains trend to 50/50, and because the Swing the Scales interactions always cancel each other out, the only way to actually increase your Scales of Power is waiting for lucky Mandate Events. That can and probably will take at least 20 years of in-game time, so, in literally every single conceivable situation, you are much better off simply Claiming the Throne and creating a Claimant Faction instead. There is little you can proactively do to obtain more power for yourself and undermine your rival, save not forgetting to Swing the Scales every 2 years (just to see your rival do the same right after).
What would I suggest instead? Something that looks like this:
Exhibit A: Hereward the Wake
The campaign starts with out with an Event that invites you to return to England in the wake of the Norman conquest, followed by you arriving to find your brother being murdered by Normans, which is part of the actual Hereward’s legend. I think these two Events are good at getting the story rolling and setting the stage. After this, England enters a mini-struggle (which suffers from lack of a proper UI, so you don’t really have a way of knowing how it works or how it’s going besides occasional pop-ups) where Hereweard gets random pulse Events where he fights Norman knights (among other things) and this brings the level of “Resistance” in England up.
And here’s the main problem with this: You rely on waiting for random Events to happen to bring stuff forwards. There is little to nothing you can proactively do to influence Resistance or bring about your fight against Norman knights. Most of the time, 10 years will pass and you will at most get 2 Events. I played two Hereward campaigns where I died of old age and the conflict fizzled out without this building up to any satisfactory narrative – it was just a few random Events that didn’t influence what was otherwise a very standard Landless adventurer gig. There was even an Anglo-Saxon Populist revolt in the meantime that did not tie into it or automatically call me to join it, or even influence Resistance at all.
Here’s my suggestion for improving this: Imagine if, instead of relying on Events, you had an “Ambush” Scheme you could run against Norman knights and Lords of your choice which, if successful, gets you to attack and fight them (and they could have a Scheme about hunting you down as well). This way you’re getting involved in the story and making things happen instead of just waiting for Events to happen to you. The general idea of this Ambush scheme could be expanded to a general guerrilla warfare mechanic for landless rulers. Also, make sure Hereward is automatically invited to join any Populist Revolt that happens, and make Populist Revolts interact with Resistance and Pacification in some way.
And this brings me to the main criticism of a lot of content in this game: It relies way too much on RNG to bring about dynamic storytelling, and does so in a way that robs players of the agency necessary to get immersed and make dynamic stories happen, so it ends up just creating pop-ups that feel like they get in the way of what’s actually interesting (hence the recurrent complaints about "Event Spam"). Random events are a good way to represent things that happen to your character (such as meeting robbers on a road, or going against someone on a Tourney, or being bothered by someone at a Feast, etc), but are not a good way to represent actions that are narratively framed as something your character decided to do (after all, If I am my character, why did I need a random Event I had no way to bring about to allow me to make a choice? Why couldn’t I decide it on my own?) never mind things that act as strategic choices (you can't satisfyingly plan something if the steps of the plan need unreliable RNG to even be available).
My suggestion is to take this as a core design principle: The ability to make a role-playing or strategic choice should never be locked behind a pulse Event, they should be placed behind Interactions, Schemes and Decisions instead. Here’s some examples to clarify what I mean exactly:
Exhibit B: Diarchies
I think the skeleton of the Diarchy/Regency system in the game is very good, but it’s missing a critical component to make it really work, and that is agency. I don’t know if you have ever tried to run a palace coup as a regent, but if you have, you quickly found out that it’s an incredibly slow and ultimately boring affair. Why?
Because, as passive Scales of Power gains trend to 50/50, and because the Swing the Scales interactions always cancel each other out, the only way to actually increase your Scales of Power is waiting for lucky Mandate Events. That can and probably will take at least 20 years of in-game time, so, in literally every single conceivable situation, you are much better off simply Claiming the Throne and creating a Claimant Faction instead. There is little you can proactively do to obtain more power for yourself and undermine your rival, save not forgetting to Swing the Scales every 2 years (just to see your rival do the same right after).
What would I suggest instead? Something that looks like this:
- Give the Regent the ability to expend a resource (such as Prestige, and also gain Strife) to replace people in Court Positions and Councilors.
- Make one’s passive Scales of Power gain depend on how many Friends and Allies they have in Court Positions and in the Council (and be undermined by Rivals).
- Increase costs of “Swing the Scales” interaction but lower the cooldowns to six months.
This way, the act of being a power-hungry Regent would consist of scheming to befriend or ally people who have important positions at Court, as well as place friends and allies at Court and drive off enemies. It would be a game of Intrigue and Diplomacy to see who can outmaneuver the other to accumulate power, instead of a waiting and “hope for a lucky Mandate Event” game.
Exhibit C: Many, many Lifestyle Events
Quite a lot of Lifestyle Events are framed as “something your Character decided to do”: Running a Census, publicly executing criminals, scheming against Courtiers, drilling troops, etc. But why should my Vlad the Impaler role-play character need to wait for an Event which might end up never happening to play as himself? Why are a bunch of political decisions involving Realm management locked behind having the luck that they spawn for you?
My suggestion: Make a “Practice your Lifestyle” Decision, that allows you to pick one among many of those Lifestyle Event Decisions at your pick, as long as they’re things that narratively should be fully within control of your character.
One could complain that this would be OP as everyone would just pick the best Choices and take infinite Decisions, but there are other ways to balance it. This Decision could have a Cooldown, many choices could be locked behind certain Traits/Perks/Traditions/Tenets, they could cost Stress, Prestige, Piety or other resources, etc.
Exhibit D: Friends & Foes
This DLC presented you with a lot of new Events involving interactions with other Characters, such as randomly deciding to sabotage a Rival or being sabotaged by them, to numerous interactions with Friends. But once again I ask: Why do I need a random Event to tell me to sabotage my Rival’s marriage? Why can’t I proactively do it myself? The Events that involve stumbling upon a Rival in a Tavern are perfectly OK, but besides this one, why do I need to rely so much on luck to interact with others?
Imagine if there was an “Antagonize” Scheme, where many of those Events where you choose to prank or bully a Rival in a way were placed, and if successful that Scheme made your Rival terrified of you (among other consequences that make narrative sense). And imagine if there were many more Character Interactions you could have only with your Friends and Family (It’s weird that the “Share Secrets” Interaction is locked behind a Dynasty Legacy restricted to Iberia, gossip is a very general human interaction that should be a key part of Intrigue gameplay!). If you feel this would be OP, remember there are other ways to balance it as per Exhibit C.
Exhibit E: Legends
Ironically, the main proactive choice you have in this Mechanic (choosing a Legend Protagonist) is the one thing that doesn’t make sense to be a choice (why can my character do a great action worthy of a good story… and then attribute the Legend to a random uncle?). In all other ways, you can’t choose what you want to go on the Legend and “embellishing” it consists of waiting for Events again. I don't have any suggestions for this mechanic to share right now (and I believe Paradox already has plans for changing it anyway), but hopefully this helps explain one of the reasons why it wasn’t well-received: It’s just more Events that feel that they get in the way of the actually good stuff, it feels spammy.
Exhibit F: Death Events
I generally liked the idea behind the Death Events, but I think they were poorly executed, and they received so much opposition from the playerbase they got nerfed to death very quickly. The very first time I had an Omen Event it was one where IIRC my character started going for a swim on a river or lake (and years later he drowned). When I first saw the pop-up saying that my character chose to do that, my immediate gut reaction was to think "No, I didn't". There was no choice I made to cause this to happen or that could prevent it from happening.
My suggestion would be for the Omen Event to be framed as something like "You get the idea to start doing X. Do you choose to do so?", with the option not to (thus avoiding potential Death Event) causing Stress and/or costing some other thing.
The other flaw in this mechanic, unrelated to the general subject of this thread, was how all-or-nothing the Events were. It was "80% chance of Death, 20% chance of going completely unscathed". It the consequences were more granular, with, say "5% chance of Death, 10% chance of being Incapacitated, 15% chance of being Brutally Mauled, 25% chance of Severely Injured...", it would have been better balanced, more realistic/immersive, and would have attracted much less ire from the playerbase.
I’m sure many players could think of other areas of the game where things that should narratively be under your control consist of a waiting-and-RNG game.
Thank you to whoever read this post to the end.
Exhibit C: Many, many Lifestyle Events
Quite a lot of Lifestyle Events are framed as “something your Character decided to do”: Running a Census, publicly executing criminals, scheming against Courtiers, drilling troops, etc. But why should my Vlad the Impaler role-play character need to wait for an Event which might end up never happening to play as himself? Why are a bunch of political decisions involving Realm management locked behind having the luck that they spawn for you?
My suggestion: Make a “Practice your Lifestyle” Decision, that allows you to pick one among many of those Lifestyle Event Decisions at your pick, as long as they’re things that narratively should be fully within control of your character.
One could complain that this would be OP as everyone would just pick the best Choices and take infinite Decisions, but there are other ways to balance it. This Decision could have a Cooldown, many choices could be locked behind certain Traits/Perks/Traditions/Tenets, they could cost Stress, Prestige, Piety or other resources, etc.
Exhibit D: Friends & Foes
This DLC presented you with a lot of new Events involving interactions with other Characters, such as randomly deciding to sabotage a Rival or being sabotaged by them, to numerous interactions with Friends. But once again I ask: Why do I need a random Event to tell me to sabotage my Rival’s marriage? Why can’t I proactively do it myself? The Events that involve stumbling upon a Rival in a Tavern are perfectly OK, but besides this one, why do I need to rely so much on luck to interact with others?
Imagine if there was an “Antagonize” Scheme, where many of those Events where you choose to prank or bully a Rival in a way were placed, and if successful that Scheme made your Rival terrified of you (among other consequences that make narrative sense). And imagine if there were many more Character Interactions you could have only with your Friends and Family (It’s weird that the “Share Secrets” Interaction is locked behind a Dynasty Legacy restricted to Iberia, gossip is a very general human interaction that should be a key part of Intrigue gameplay!). If you feel this would be OP, remember there are other ways to balance it as per Exhibit C.
Exhibit E: Legends
Ironically, the main proactive choice you have in this Mechanic (choosing a Legend Protagonist) is the one thing that doesn’t make sense to be a choice (why can my character do a great action worthy of a good story… and then attribute the Legend to a random uncle?). In all other ways, you can’t choose what you want to go on the Legend and “embellishing” it consists of waiting for Events again. I don't have any suggestions for this mechanic to share right now (and I believe Paradox already has plans for changing it anyway), but hopefully this helps explain one of the reasons why it wasn’t well-received: It’s just more Events that feel that they get in the way of the actually good stuff, it feels spammy.
Exhibit F: Death Events
I generally liked the idea behind the Death Events, but I think they were poorly executed, and they received so much opposition from the playerbase they got nerfed to death very quickly. The very first time I had an Omen Event it was one where IIRC my character started going for a swim on a river or lake (and years later he drowned). When I first saw the pop-up saying that my character chose to do that, my immediate gut reaction was to think "No, I didn't". There was no choice I made to cause this to happen or that could prevent it from happening.
My suggestion would be for the Omen Event to be framed as something like "You get the idea to start doing X. Do you choose to do so?", with the option not to (thus avoiding potential Death Event) causing Stress and/or costing some other thing.
The other flaw in this mechanic, unrelated to the general subject of this thread, was how all-or-nothing the Events were. It was "80% chance of Death, 20% chance of going completely unscathed". It the consequences were more granular, with, say "5% chance of Death, 10% chance of being Incapacitated, 15% chance of being Brutally Mauled, 25% chance of Severely Injured...", it would have been better balanced, more realistic/immersive, and would have attracted much less ire from the playerbase.
I’m sure many players could think of other areas of the game where things that should narratively be under your control consist of a waiting-and-RNG game.
Thank you to whoever read this post to the end.
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