[project1dev] Re: scenario ideas

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 27 Apr 2009 16:27:39 -0400

actually i was thinking this would ONLY have combat in the event taht you
decided ot fight the natives, so really you could finish it in like 5
different ways, only one of which is dying due to fighting natives.  if you
died fighting natives, maybe when you went back to the old man in the null
realm he would say something like, "ah you're brave to charge in against
insurmountable odds like that - but remember, you must temper your
recklessness or this sort of thing can happen, but your fearlessness and
bravery will serve you well."

some kind of verbiage to make it obvious that you didnt fuck up by dying and
ruin your character... really there'd be no way to "lose" because theres
benefits no matter how you play, its a test you can't fail.

On Mon, Apr 27, 2009 at 4:23 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> Would this one be combat heavy but the others aren't?
> I figured it would be more about choices you made defining your character.
> It seems like it should be the choices that matter and not combat.
> I personally think we should stay away from letting you be able to die in
> the scenarios unless of course it is for a really specific thing, like
> cunning where you are a white mage vs a lich and you have to cast resurect
> on him to kill him, otherwise you are screwed.
> If we make it so you can die in regular combat and that changes the outcome
> of the scenarios, i think we will get the "oh crap i gotta reroll" effect
> going on because in combat sometimes you win sometimes you lose, there is
> skill involved but also luck.
> On Mon, Apr 27, 2009 at 1:10 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>> Cool Eric. I am on the same page with you.
>> If adventure, stealing, having dexterity an being nimble is what the
>> scenario is about then losing it should give you opposite bonuses. Perhaps
>> if you fight with the natives you will get more strength and or life
>> bonuses. There could even be an extra powerful bonus that you may get for
>> losing immediately. Maybe you crash the boat never make it to the natives
>> and your player character will be able to raid the boat in the future.
>> On Mon, Apr 27, 2009 at 12:38 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>> it'll be cool when we are done from the cave, we can all talk about which
>>> mission we want to do and start fleshing it out and storyboard it.
>>> It's gunnna be awesome! (:
>>>   On Mon, Apr 27, 2009 at 12:08 PM, eric drewes <figarus@xxxxxxxxx>wrote:
>>>> yeah i don't have a detailed storyboard or anything for this one but i
>>>> do have some things in mind
>>>> 1) if you died anywhere in the scenario, that would be "the end" of the
>>>> scenario - basically keeping you from getting treasure hunting bonuses that
>>>> come with surviving the scenario but balanced with other bonuses instead...
>>>> we dont really want to make it so you have to keep "rerolling" your
>>>> character and i like the idea of learning from mistakes they made so they
>>>> dont feel like they have to be perfect all the time.
>>>> 2) persuasion of the natives could come in the form of maybe finding an
>>>> item (an idol or something) in the exploration part before you stumble upon
>>>> them that allows dialogue options, or whatnot.. or maybe if you find the
>>>> cave BEFORE you find the natives, you get the treasure from the cave and
>>>> when you exit you present it to them and they make you king or something.
>>>> we'll have to work this out one.
>>>> 3) there'll definitely be a lot of different bonuses, etc. for actions
>>>> during the scenario - win or lose.
>>>> 4) i basically envision the traps from indiana jones and the like...
>>>> maybe you step on the wrong tiles and darts fire at you, maybe theres
>>>> cielings that collapse and you have to find the trigger to stop it from
>>>> crushing you, maybe failing at doing a puzzle will set off a trap, etc.
>>>> combat also may set it off, and maybe you have to fight some sort of
>>>> automaton incan guardbot ha...
>>>> 5) i totally had the same thought as you on this... regardless with what
>>>> happens to the explorer, he' could show up later (either you find him on 
>>>> the
>>>> other side, or maybe hes trapped in the cave from a trap or the natives 
>>>> have
>>>> captured him or else yeah, he's chillin in a jailbreak area.  also if you
>>>> fail as the explorer to get the treasure, the treasure would be there in 
>>>> the
>>>> main game and maybe its needed as a story item so if its gone you have to
>>>> find the explorer, etc.
>>>> :)
>>>> On Mon, Apr 27, 2009 at 2:55 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>>>>> What happens if you die? Would you lose points to treasure hunting and
>>>>> fighting? How would that impact the story?
>>>>> How would one persuade the natives to help?
>>>>> Would there be only one treasure to get or would there be lesser
>>>>> treasures for lesser bonuses?
>>>>> What kind of stuff would the traps trigger? Combat or?
>>>>> Random thought: If a character dies in one the the games intro
>>>>> scenarios we could always re-use that character when we include the jail
>>>>> breaking scenarios to rescue teammates. Perhaps your treasure hunting
>>>>> character dies but your player character could meet the treasure hunter
>>>>> later when trying to rescue one of your team mates.
>>>>> On Mon, Apr 27, 2009 at 11:47 AM, eric drewes <figarus@xxxxxxxxx>wrote:
>>>>>> just adding a couple more basic intro scenario ideas i had to see what
>>>>>> you guys thought (and if you guys have any, please feel free to share!)
>>>>>> 1.  The Explorer - this scenario is inspired by the death of Magellen
>>>>>> at the hands of natives in the battle of Mactan as well as the scene in 
>>>>>> "The
>>>>>> Fountain" in the beginning where Ponce de Leon is fighting through the
>>>>>> aztecs trying to reach the fountain of youth.  I love the classic 
>>>>>> explorer
>>>>>> and native stuff (also indiana jones...) and think an awesome scenario 
>>>>>> would
>>>>>> be an explorer landing his boat at the edge of a river and exploring a
>>>>>> little jungle area and getting attacked by natives.
>>>>>> Here's how I see it playing out, you actively control a boat down a
>>>>>> river until you read a dead end of sorts (like maybe you go over a water
>>>>>> fall or hit some rocks), you get out and explore a little jungle area 
>>>>>> (maybe
>>>>>> a couple wild animal enemies) and stumble upon a small native camp.  They
>>>>>> attack forcing the character to flee (as little cut scenes as possible, 
>>>>>> id
>>>>>> like to lead the character where we want them but leave the active 
>>>>>> control
>>>>>> in their hands) and he enters a small cave which is a shrine for the 
>>>>>> natives
>>>>>> (the natives stop outside the shrine because its a sacred area) - once
>>>>>> inside its an indiana jones-esque collection of puzzles and dangers
>>>>>> ultimately leading (assuming you survive!) to some sort of treasure and 
>>>>>> an
>>>>>> exit to safety.
>>>>>> effects of this scenario would be adding to things like treasure
>>>>>> hunting/avarice, possibly helping charisma (maybe you can make friends 
>>>>>> with
>>>>>> the natives rather than fight them) some combat-ish stuff, obviously a 
>>>>>> lot
>>>>>> of action stuff like survivng traps and figuring out puzzles, etc.

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