Madness ideas?

Forum for suggesting changes to Salem.

Madness ideas?

Postby ArgentRhapsody » Tue May 31, 2016 12:27 am

I think it would be fun to have special creatures, events, and items that you can only observe at very high madness levels of 6-8+, and thus give a practical and high-risk use to high madness.

small assorted crapshoot of ideas:

1. The black man- an extremely rare darkness event in which a blacked out figure follows you at the edge of your map vision, causing increased madness gain. If you turn around and approach him to have a conversation with him, and he will make a deal with you. Accept, and your madness will be set to almost-10, you will no longer be able to have descendants on the character or bury them, and you will lose all current inspiration points and significant losses in random proficiency, along with any skills that needed that proficiency, and in exchange you will gain anything from copious amounts of rare forageables, to new items and skills available through no other method in the game. Deals would be random and proportionate to the scalp score of the character, up to a limit.

2. New items- At high madness levels, you see entirely different items with different inspirational stats/uses than at lower madness levels. lowering your madness level will also cause most of them to change back into mundane items, though some will stay as proof that it's not (ALL) delusions and whimsy.

small starter list for ideas for items could be:
old fairy wing
gnome hat
moon's reflection
green man's horn
snipe tooth

3. Being able to enter the candy house at madness level 2+ for a small chance at new items like the whale, but mostly just to die a horrible candy coated death naked in an oven. ¦]

4. New creatures, invisible and untouchable to low madness characters, so that they see you taking blood damage and using combat skills and then getting knocked on the ground and permadying thinking you're tripping balls off some moldy boards, when you're actually having a showdown with a bunch of pixies and losing. :)

list of ideas:

Dodo birds
Pixies/The Fair Folk (will kill you)
Gnomes
Ghosts/Spectres when entering houses or places where people have died (will kill you with madness)
Penguins, because god damn it I want penguins :x
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Re: Madness ideas?

Postby Darwoth » Tue May 31, 2016 1:29 am

i proposed something similar (although naturally my ideas were AMAZINGLY better) when madness first came out but back then the idea was that there was not to be any "positives" associated with madness gain, although the game has two drugs already so does not mean there would not be some kind of hallucinogenic cactus or something that performed similarly put in.
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Re: Madness ideas?

Postby ArgentRhapsody » Tue May 31, 2016 3:33 am

Darwoth wrote:i proposed something similar (although naturally my ideas were AMAZINGLY better) when madness first came out but back then the idea was that there was not to be any "positives" associated with madness gain, although the game has two drugs already so does not mean there would not be some kind of hallucinogenic cactus or something that performed similarly put in.
oh, yeah that would also be fun. I didn't know they had a rule against anything good happening due to madness. It's such an unused mechanic, they should fill it with SOMETHING. :(

creatures that you can't fight back against due to madness might be fun still, though.
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