Yeah, Princess Maker rocks On Mon, Apr 27, 2009 at 8:44 PM, eric drewes <figarus@xxxxxxxxx> wrote: > have you guys ever played princess maker? > > > On Mon, Apr 27, 2009 at 10:57 PM, eric drewes <figarus@xxxxxxxxx> wrote: > >> yeah we'll finish the intro scenarios first... i really think it will >> provide the backbone for the rest of the game storywise and characterwise... >> >> >> On Mon, Apr 27, 2009 at 8:21 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: >> >>> Yeah that makes sense. >>> >>> I think we should figure it out before too long. >>> >>> I'm willing to wait til the intro scenarios are done though. We don't >>> really need to know until then, but yeah maybe you guys will start figuring >>> that stuff out sooner so we'll be ready by the time we are done w/ the >>> scenarios? >>> >>> BTW i might be assuming too much but i'm assuming we'll finish the intro >>> scenarios before moving on? Or at least do a couple of em so there is some >>> semblance of real character creation? What were you thinkin Eric on that >>> front? >>> On Mon, Apr 27, 2009 at 4:24 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>> >>>> I guess we should start working on fleshing out the game progression >>>> before we get too far ahead of ourselves. We could answer some more simple >>>> questions first. >>>> >>>> I thought Eric mentioned something about having multiple worlds that >>>> eventually meet up in the end. We should sort content by world, then by >>>> areas of the world such as caves, towns, etc. I think art and everything >>>> should be separated with more sub folders with in. >>>> >>>> I think I will start gathering all the information from the emails and >>>> prepare them into whatever will be copied to the wikis. This way we will >>>> have this information easily accessible. >>>> >>>> >>>> >>>> On Mon, Apr 27, 2009 at 3:34 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>> >>>>> Basically everyone breaks it into a tree of subfolders. What those >>>>> subfolders are named / how the tree is laid out depends on the kind of >>>>> game. >>>>> >>>>> Like if your game was level based, you could have a subfolder for each >>>>> level and that'd be pretty much it. >>>>> >>>>> Also generally, assets aren't grouped all together, like you'll have an >>>>> audio folder w/ the directory tree of audio, a folder for art w/ the >>>>> directory tree of art etc. >>>>> >>>>> If you have a huge world, you might break it into a grid (or break it >>>>> into continents first then grid). >>>>> >>>>> It's hard cause right now we don't know how the world will be laid out >>>>> so it's hard to come up with a good plan. >>>>> >>>>> This thing is generaly more of a problem for art than anyone else, but >>>>> in our game it'll be a problem w/ everything since we'll have so much >>>>> content (scripts, art, audio, etc). >>>>> >>>>> I dunno the solution yet but we'll need to figure something out to make >>>>> it organized in a simple way so we dont get burned :/ >>>>> >>>>> On Mon, Apr 27, 2009 at 3:17 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>>>> >>>>>> What do other game developers do for file management? >>>>>> >>>>>> >>>>>> On Mon, Apr 27, 2009 at 3:09 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>>>> >>>>>>> yeah basically if we are careful and avoid dangerous situations I >>>>>>> think we can be ok. But yeah we are going to be walking the knife edge >>>>>>> where we could easily fall into a situation where the game has so many >>>>>>> bugs >>>>>>> and they are all intertwined that fixing one breaks another one that we >>>>>>> may >>>>>>> just have to say "fuck it, we cant fix it" and give up. >>>>>>> >>>>>>> There's just certain things that are dangerous that can be helped w/ >>>>>>> some forethought and good, consistant organization that i want to make >>>>>>> sure >>>>>>> we avoid, and if we start hitting issues we'll have to address them >>>>>>> before >>>>>>> they get out of hand. >>>>>>> >>>>>>> File organization is one of those such things! :P >>>>>>> >>>>>>> but yeah, the reputation / decision system is another. >>>>>>> >>>>>>> we'll have to be careful >>>>>>> On Mon, Apr 27, 2009 at 2:26 PM, Kent Petersen >>>>>>> <kentkmp@xxxxxxxxx>wrote: >>>>>>> >>>>>>>> I assumed combat would be upgraded =) >>>>>>>> >>>>>>>> Testing will get very complicated very quickly. We must make sure we >>>>>>>> don't fall into similar problems that Fallout 1 and 2 had (never >>>>>>>> played 3). >>>>>>>> Those games had so many things going on that 3rd party people are still >>>>>>>> releasing patches for those titles. >>>>>>>> >>>>>>>> Alan, I think you may be the only person with real experience here. >>>>>>>> >>>>>>>> >>>>>>>> On Mon, Apr 27, 2009 at 2:21 PM, Alan Wolfe >>>>>>>> <alan.wolfe@xxxxxxxxx>wrote: >>>>>>>> >>>>>>>>> We could deffinately keep a tally of how many times the player used >>>>>>>>> each skill and then have that affect things. >>>>>>>>> >>>>>>>>> The var storage system josh is making would be great for that. >>>>>>>>> >>>>>>>>> Also whenever we do the gladiator sceario, there will be heavy >>>>>>>>> improvements to the combat system if it hasn't been upgraded by that >>>>>>>>> point >>>>>>>>> already (: >>>>>>>>> On Mon, Apr 27, 2009 at 2:02 PM, Kent Petersen < >>>>>>>>> kentkmp@xxxxxxxxx> wrote: >>>>>>>>> >>>>>>>>>> I like the way these scenarios are fleshing out as well. >>>>>>>>>> >>>>>>>>>> How would you have the lineage scenario play out? Would it be more >>>>>>>>>> like a dating sim? >>>>>>>>>> >>>>>>>>>> re: Gladiator scenario. I like the idea of it being and old >>>>>>>>>> gladiators last battle. I like Alan's idea about combat being like >>>>>>>>>> the >>>>>>>>>> beginning of FF3(6), where combat is easy and fdifficult to lose. >>>>>>>>>> This way >>>>>>>>>> the player will learn the basics of Combat, such as dodging. The >>>>>>>>>> first few >>>>>>>>>> rounds would be easy training but then it could start bringing out >>>>>>>>>> the more >>>>>>>>>> difficult combat challenges until the player ultimately wins >>>>>>>>>> something >>>>>>>>>> (maybe his freedom like ancient rome) or loses and dies. >>>>>>>>>> >>>>>>>>>> It would be cool if this part of the game kept track of your >>>>>>>>>> fighting style. For example, it may know if you prefer to dodge, >>>>>>>>>> supper >>>>>>>>>> attack, or regular attack, and it would give you stats accordingly. >>>>>>>>>> Maybe if >>>>>>>>>> you dodge all the time you could get a bonus dodging move like a >>>>>>>>>> counter >>>>>>>>>> attack. If you super attacked all the time you could get a finishing >>>>>>>>>> move >>>>>>>>>> that leaves you defenseless if you don't finish them off. If we >>>>>>>>>> wanted to >>>>>>>>>> get really detailed you could even determine their turn reload time >>>>>>>>>> by the >>>>>>>>>> amount of time they spend on their turns. Maybe if you click through >>>>>>>>>> your >>>>>>>>>> turns real quick you can get a speed bonus but if you take your time >>>>>>>>>> you >>>>>>>>>> could receive an armor bonus. >>>>>>>>>> >>>>>>>>>> I would hope there would be an engaging story as well. Which is >>>>>>>>>> definately more of Eric's expertise. What do you guys think? >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> On Mon, Apr 27, 2009 at 1:40 PM, eric drewes >>>>>>>>>> <figarus@xxxxxxxxx>wrote: >>>>>>>>>> >>>>>>>>>>> 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. >>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>> >>>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >