LindyAF
Well-known member
I was playing KOTOR and I was thinking - 1) What if Revan knew the whole time and 2) I wish I could change my companion's alignments more.
So I was thinking, like a BioWare-style RPG, where you've got a team of companions, set in Star Wars. Except (initially) unbeknownst to the (Republic-aligned) companions, the player character is actually a Sith Lord, a rival of the main villain. You're trying to stop him from locating and securing an artifact of ultimate power. The Republic is planning on destroying it, but you're secretly hoping to take it for yourself.
In between the standard missions, your character is trying to corrupt the their companions towards the dark side - but at the same time, they can also get more concerned and suspicious, and if you play it wrong, they'll find out and you'll either be forced to kill them or be killed by them, depending on circumstances. Around companions you've made more comfortable with the dark side, you can use more of your Sith powers, build your power base, and take steps toward seizing the artifact for yourself, but around characters you've made more suspicious you'll have to dial it back. As the game goes on, you'll also start getting bonus objectives and optional side missions that undermine or co-opt other elements of the republic.
In the Bad End, you fail to sufficiently turn enough characters and are forced to accept the gratitude of the Republic for destroying the artifact.
So I was thinking, like a BioWare-style RPG, where you've got a team of companions, set in Star Wars. Except (initially) unbeknownst to the (Republic-aligned) companions, the player character is actually a Sith Lord, a rival of the main villain. You're trying to stop him from locating and securing an artifact of ultimate power. The Republic is planning on destroying it, but you're secretly hoping to take it for yourself.
In between the standard missions, your character is trying to corrupt the their companions towards the dark side - but at the same time, they can also get more concerned and suspicious, and if you play it wrong, they'll find out and you'll either be forced to kill them or be killed by them, depending on circumstances. Around companions you've made more comfortable with the dark side, you can use more of your Sith powers, build your power base, and take steps toward seizing the artifact for yourself, but around characters you've made more suspicious you'll have to dial it back. As the game goes on, you'll also start getting bonus objectives and optional side missions that undermine or co-opt other elements of the republic.
In the Bad End, you fail to sufficiently turn enough characters and are forced to accept the gratitude of the Republic for destroying the artifact.