webnovel

Karma System

Rohan sat in front of the glowing interface, the energy of creation still coursing through him. After finalizing the races and completing the foundations of Aryavarta, Pataloka, and Swarga, he thought of creating classes but then realised he need something that made every choice, every decision players made, truly meaningful. The solution? Karma.

"Alright," Rohan said aloud, ready to begin this crucial next step.

The system hummed quietly in response, awaiting his instructions. "We need to build a Karma System. It's going to be the core of the game, affecting everything."

"Please specify how the Karma System will function," the system replied in its calm, familiar tone.

Rohan leaned forward, his fingers tapping his chin as the details began to form. "First, we track everything the player does through Karma Points. Positive actions will earn points, negative ones will take them away."

"Define positive and negative actions," the system prompted.

"Positive actions are things like helping NPCs, completing quests that align with righteousness, or sparing an enemy when you don't have to. Negative actions would be betrayal, violence without cause, choosing the immoral path when given a choice," Rohan explained, seeing the paths unfold in his mind.

The system began processing, crafting the algorithms needed to track and adjust a player's Karma Points based on their decisions.

Rohan watched as the outline of the meter appeared on the screen. This meter would shift with every decision, a visual representation of the player's moral path.

"Next, the points determine the player's Karma Level. If you have a lot of positive points, your Karma Level is high and positive. If you've done more harm, it becomes negative. Players who hover in between will have a neutral karma," Rohan explained.

"How will this Karma Level affect gameplay?" the system asked.

Rohan was ready for this. "A player's Karma Level will impact everything. First, interactions with NPCs. If your karma is positive, righteous NPCs will trust you more, give you better quests, maybe even grant you special rewards. But if your karma is negative, those same NPCs will turn you away, and darker characters, like the Asuras, will be the only ones willing to work with you."

The system began integrating these reactions into the game's NPC logic, spreading it across the various races and factions in the game.

Rohan could see the possibilities coming to life, where each character in the game world would react dynamically based on the player's moral choices.

"Then there's how it affects appearance," Rohan continued, already visualizing the changes. "Players with positive karma will look brighter, maybe even have a slight glow. They'll be seen as righteous. But for negative karma, their appearance should get darker shadows under the eyes, an overall more sinister look."

"How severe should these visual changes be?" the system asked.

"Not over-the-top," Rohan clarified, "but noticeable. As a player leans more heavily toward one side, it should be clear to others which path they've taken."

The system processed this, adding subtle but distinct visual cues to the character models. It was important for players not only to feel the consequences of their actions but also to see them reflected in their own character.

"Now," Rohan said, leaning closer, "let's talk about blessings and curses. Players with high positive karma should get blessings things like better abilities, special items, or higher chances of finding rare loot. Maybe even gaining access to exclusive areas or quests that are closed off to others."

The system quickly created a list of potential blessings and rewards for high-karma players.

Rohan could see how these would provide incentives for players to follow a path of righteousness, knowing they could gain powers and access to places that those with lower karma couldn't reach.

"But for players with low karma," Rohan added, his tone shifting, "they should face consequences. Curses, like reduced stats or debuffs in battle. Maybe they're even hunted by divine avatars or NPCs seeking to balance the scales."

The system immediately began designing these negative effects, creating an ecosystem where negative karma would gradually make the game more challenging for players.

Rohan imagined how players would feel as their poor decisions came back to haunt them, making every fight and interaction more difficult.

"Also," Rohan said thoughtfully, "players with negative karma might be shunned by certain NPCs, especially those from divine or righteous factions. They could even be barred from entering holy areas."

The system integrated this into the game's mechanics, ensuring that a player's karma level would restrict or open certain areas based on their actions.

He was pleased to see how this would encourage players to think carefully about their choices.

"Okay, now for the storyline," Rohan said, knowing this was a critical part. "The player's karma should alter the story in significant ways. Different quests should open up depending on their karma. And we need multiple endings one for a player with high positive karma, one for negative karma, and maybe a few for those who stay neutral."

The system began generating branching narratives, each based on the player's karma. Rohan envisioned the possibilities, a righteous player might end their journey as a celebrated hero, while a player who embraced darkness could become a feared ruler or even a villain.

For those who walked the line between good and evil, the ending might be more complex, reflecting the consequences of their indecision or balance.

"What about PvP interactions?" the system asked.

Rohan smirked, already having an idea. "PvP combat should also affect karma. If a player attacks someone unprovoked, they should lose karma. But if they defend themselves or others, they should gain positive karma. Maybe we can even create special PvP zones where karma plays a huge role those areas will force players to make hard choices during combat."

The system adjusted the PvP mechanics, making it so that every battle would have consequences not just in terms of who won or lost, but in how players' karma shifted as a result.

"Abilities and skills should be influenced by karma too," Rohan added, knowing this would deepen gameplay. "Some abilities should evolve depending on the player's karma. A healing spell, for instance, might become stronger for players with high karma, while a curse could become more powerful for those with low karma."

The system processed this, adjusting abilities so that their effectiveness would scale with the player's moral alignment.

Rohan liked the idea that players who fully committed to their chosen path whether good, evil, or neutral would gain unique benefits from their abilities.

"And at certain karma thresholds," Rohan continued, "let players unlock special abilities that are exclusive to their alignment. That way, players have even more reason to stick with their chosen path."

The system finalized this concept, adding karma-exclusive abilities that would unlock only when players reached a specific level of positive or negative karma.

These abilities would further differentiate gameplay styles and reward players for committing to their moral alignment.

As the system completed its work, Rohan felt a surge of excitement. The Karma System was now fully integrated into the game, and it tied everything together perfectly.

Every choice a player made would matter. The system ensured that every interaction, battle, and quest would shape not only the player's journey but also the world around them.

Sorry back to university and can only focus on New India novel but will try to update as soon as I can here

Clauticcreators' thoughts