[project1dev] Re: scenario ideas

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 27 Apr 2009 20:48:56 -0700

yeah we were thinkin that already kent but all the scenarios would be way
too big of a milestone

we'll have to break it up where each scenario is it's own milestone

the idea of a milestone is you break the game (which is a huge daunting
task) into bite sized chunks, just helps you stay focused and stuff (:

but hey, we might get bored of character creation after a few so if that
happens maybe we can just do a few new and come back to it a little later.

I think too when we get going a lil more things will be a lot more auto
piolet too, we are just like getting the basics down and figureing shit out
obviously hehe...

On Mon, Apr 27, 2009 at 8:44 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> 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.

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