[project1dev] Re: scenario ideas

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 27 Apr 2009 16:40:56 -0400

yeah totally, good ideas - i like the idea that ppl may regard you as famous
or whatnot or maybe help you (or despise you) like that could work in
conjuction with the faction stuff and charisma, having a noble upbringing so
maybe you're a jerk and peasents hate you but you know courtly manners so
royalty like you, etc.

we'll flesh it out more when we work on that scenario

i really like the idea of having diverse scenarios with multiple solutions
for character creation seems really fun to play through and make
On Mon, Apr 27, 2009 at 4:37 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> that would be really cool eric, like it could affect what kind of house you
> live in, your starting equipment, how people treat you (ie are the gaurds
> friendly cause your father was a famous knight? or do they hate you cause
> you are a begger and a thief trying to survive?)
> On Mon, Apr 27, 2009 at 1:35 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>> That parent scenario sounds pretty cool. How would the lineage affect your
>> character?
>> On Mon, Apr 27, 2009 at 1:32 PM, eric drewes <figarus@xxxxxxxxx> wrote:
>>> yep yep :) this is awesome... see, and like, death in these intros
>>> wouldnt necessarily be a "you lose" thing, it would just be the completetion
>>> of a story.
>>> something i was thinking also is we could have a scenario maybe where you
>>> play your father (or mother) and the choice you make (unbeknowst to you
>>> until later...) would affect your lineage... like you make the choice and at
>>> the end it shows two people and a baby and they are like "aww... lets name
>>> it <your name>" so its revealed at the end of the scenario it was your
>>> parents, not just random ppl
>>>   On Mon, Apr 27, 2009 at 4:29 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>> Those are neat ideas.
>>>> Like yeah....
>>>> Let's say you play as a knight and you come across a gleaming sword
>>>> saying its like a 1 use sword, waiting for the true hero to take it
>>>> If you have the gaul to take it for yourself, you end up dying in the
>>>> heart of undead land (like its unavoidable).
>>>> So... if you take it you get some kind of modifier to your character,
>>>> but the sword is now kept in some undead lands, and really hard to get to.
>>>> but, if you leavbe it, it's more accessible.
>>>> maybe you have to get this sword as part of a quest so it would make
>>>> that quest harder or easier :P
>>>>   On Mon, Apr 27, 2009 at 1:23 PM, eric drewes <figarus@xxxxxxxxx>wrote:
>>>>> :) cool idea re: crashing the boat - i really think it'll be fun to
>>>>> balance it out so you really "can't lose" in the intro scenarios, but
>>>>> balance it in non-linear ways like you mentioned.  for instance, if you
>>>>> crashed the boat right away, you would lose out on the oppurtunity to gain
>>>>> treasure hunting, trap evading, action skills BUT its balanced out by 
>>>>> being
>>>>> able to find maybe a unique treasure later in the game off of the 
>>>>> explorer's
>>>>> corpse next to his crashed boat.  we definitely don't have to balance 
>>>>> apples
>>>>> to apples :)
>>>>> On Mon, Apr 27, 2009 at 4:10 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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