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Started by pells, December 29, 2005, 03:11:04 PM
QuoteI'd like to see a great rpg video game who sells a great, non linear story.
QuoteIt's a thin line. Tell too much story, make the game too much about a story YOU are trying to tell and the players are not allowed creativity and there is no replay value. Tell too little story and you have a plain jane generic background. The reality is that the narrative story told within the rulebook is a design choice. The more you impose your own story on potential players, the shorter run the campaigns will be. The less that is detailed and enumerated, the more the GM has to make up and explore with the players.
QuoteQuite honestly, it is my opinion that if you push the story too far, you cross over into another medium, novels
QuoteIf you as a player are choosing where the story goes, then it'd depend on you whether the story turns out to be great or not, wouldn't it?Surely you either have a fixed story which is great, or a non linear story, but it's quality depends on your input?
QuoteThe difference is neither game takes the time to lay out the specific geography and history. Thats a lot of work and hems players into a corner: play my game using this, this or this, or don't play at all!
QuoteI wouldn't say there is a NEED for content, rather there is a concious lack of forcing content on players
QuotePersonally, I'm not interested in another heavily detailed setting which makes me wonder: Is this thing supposed to be played, or just read? I'd rather see settings that, with every ounce, facilitate play. It's always good if it's fun to read, too, but as my time is precious these days, I'm glad for every page I don't have to read.
QuoteI'm thinking about NPCs, interesting situations and perspectives, about suggested conflicts and relationships, about possible future events. That kind of stuff.
QuotePells, I have read your theory links on this, but the main thing I am deciphering is that the module of the game is the setting. I am pretty sure I have misunderstood something there.
QuoteIt is a valid form of gaming, but it's not one that's particularly emphasized in the game designs here at the Forge.
QuoteThese settings have years and years of professional effort behind them, crap-loads of actual play and player criticism to focus them into something good. I'm never, ever going to compete with that.
QuoteAnd even more importantly, neither I nor these big dogs are going to compete with Gaming Group X's homebrew setting that they've invested so much time into.
QuoteEvery module or pre-published adventure I've ever read or been run-through has either had copious advice on reining your players in and keeping them on the story track, or has totally disallowed any option that wasn't presented in the module
QuoteYou definitely have a really good point. Any ideas for a solution?
QuoteHey Pells, why don't you tell us some more about your project? How are you approaching the design and presentation of background and scenarios with Avalanche?
QuoteBut nonetheless, how does it apply in Avalance?
Quote from: SebastienQuote from: CallanIf you as a player are choosing where the story goes, then it'd depend on you whether the story turns out to be great or not, wouldn't it?Surely you either have a fixed story which is great, or a non linear story, but it's quality depends on your input?What I meant is that, as a DM, I want something to offer my players. I want to be able to offer them choices. I think that's where freedom comes.
Quote from: CallanIf you as a player are choosing where the story goes, then it'd depend on you whether the story turns out to be great or not, wouldn't it?Surely you either have a fixed story which is great, or a non linear story, but it's quality depends on your input?
QuoteDo you mean the something you want to offer is that really interesting story? It's offering them something precious to them, from you? Kind of like gift giving? And their choices are their way of recieving it?
QuoteThe black orcs emerge from the depthsWhere the river throws itself into the ocean, from where they come, they are legions. But here, so close to the surface, so close to the source, they can only count on themselves. Following different paths, groups of black orcs, eater of flesh, emerge on the surface of the land of exile. In either dwarf's strongholds or at the edge of the kingdom of Dragun, lord of silence, their presence won't go unnoticed. And among those who can find a way out, will they be able to reach the lake and free the mirror from the ice ? Will they be forced to form unnatural alliances if failure seems the only future ? Will they go as far as stealing the stone of madness ?A secret expeditionAs the king's anniversary feast is announced, protagonists are working in the shadows. An expedition is being prepared, mandated by the crown. Many different partners are leagued together in this adventure, each one with his very own agenda. Will the guild find the ancient artifact ? Will Gromthess be able to free le lake from his frozen sleep ? Is the black goddess's will going to be appeased, releasing the lord of death on the land of exile ? Who will dare to oppose those who rules the kingdom and their followers ? Will the secret of this expedition come to the ears of many ? Care to all those who might cross the path of these assassins, priests, pyromancers and fighters, as maybe death is the only thing they will be rewarded with.The stone of madnessThey have been given to the Luciomes, as with life, by the twelve ancients who ruled the world. Those two stones, the one of life and the one of death, balanced the existence of these old populate, bringing birth and mortality to the Luciomes who, in exchange, had to protect the nature, keeping her dark side at bay. But now, the two stones are gone. The one of death, also called the stone of madness, is in the hands of Gaknhrucq, the half orc shaman who takes his strength from it, as he defends Raijuvak from the assault of the white orcs. The balance has been broken for too long. The Luciomes, who swore to never wage war, will try to recover the stone of death from the humans. But the powerful artifact might attract others.Kül-Khan-Tarm is freed from his icy prisonMany groups are moving toward the lake and the broken tower, willing to break the spell and free them from their icy prison. But what most doesn't know is that in the depth of the ice is imprisoned, for over a thousand years, Kül-Khan-Tarm, the powerful lord of the kingdom of death, waiting patiently to have his revenge. Carried away by the broken ice or freed by the demon's dagger, Tarm finds himself on the bank of the river. There, he is rescued by villagers who offer him a bed, and most importantly, time to recover. Gaining back his strength, he devours the soul of those who rescued him, transforming some into lost souls, doomed creatures living to serve and protect him. But as Tarm's strength is growing, life seems to quit the hamlet and his surroundings. And so does his presence become more evident. And the demon knows he won't able to hide there anymore longer.Villagers try to overthrow their oppressorsFear, desolation, despair. Living under brigand's rule had never been an enviable faith. It is for those villagers who are exploited, broken, whose wife and daughters are kidnapped with impunity, but also for his miserable life, that Guan leaves his native hamlet in search of heroes in the big cities. With his friends, he has nothing to offer to those knights from Theobald's order that join the adventure, asking nothing in return. It is light hearted that those young knights take in charge the defense of the village, training the populace, waiting for the battle to come. And when it came at last, they can't believe their victory and the lack of strength of the brigands. But, as they try to chase out the petty thieves from their stronghold, the knights don't realize the many eyes peering at them. As the brigands have other foes and friends.