In my RPG, I have companion characters that can potentially leave the party. A behavior I have witnessed among testers is something that I think many RPGs deal with, namely that players will strip the party members of all equipment before they leave the party. For instance:
- One tester removed all gear from a companion, then talked to them and chose the "I want you to leave" dialogue option.
- Another tester saw that a companion was removed from the party via a scripted event, then loaded to an earlier save, stripped the gear from the companion, then re-played the scripted event.
I want to avoid this behavior because it encourages meta-gaming/save-scumming and breaks immersion. If this were a real life group of medieval adventurers, one of the group members wouldn't be ordered to strip down to their underwear moments before being ambushed and captured.
I don't want gear to be "stuck" on a character so that it can never be upgraded (I once played an RPG where I was frustrated that my companion had mediocre armor, but I wasn't permitted to swap it for superior armor I found later).
Is there any way that I can get the best of both worlds by allowing character equipment to be improved, while preventing (or at least limiting the incentive) to meta-game/save-scum and loot characters who are about to leave?
I once played an rpg where...
- Given THAT game... would YOU have meta-gamed the mediocre gear back unto the "companion" if you were able to upgrade him better gear... and then later knew he was "leaving"? Saving that better gear for the next companion or recouping a few gil? \$\endgroup\$