I was thinking about what Peter wrote about rolling up treasure hoards, and a fairly simple tweak came to mind about how to handle certain kinds of attributes in a more flexible fashion which would ultimately allow one to set conditions on the kinds of items one found in a hoard. For example, a monstrous sea turtle or giant squid would only have items which were resistant to water, while a fire-based monster wouldn't have stuff that would burn. But the key to making that work is less the coding and more tagging items with the appropriate attributes. So what, then, are those attributes? I came up with a few:
But certainly they aren't the only ones. What else should be on that list?
- Enchanted/mundane
- Shiny
- Iron (which makes an item susceptible to both rust and magnetism)
- Organic/nonorganic
- Waterproof
- Heat-resistant
- Sanctity/corruption
But certainly they aren't the only ones. What else should be on that list?
Comments
Another possibility is potentially some decoration themeing (emphasizing river/water decorations over desert decorations, for example). I know Dwarf Fortress has some a nice collection of tagged decorations