[project1dev] Re: scenario ideas

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 27 Apr 2009 21:08:52 -0700

it's cool. I didn't think you were being angry or tactless. I understand the
point of making smaller more manageable milestones. It's crazy to think that
publishers will pay only by milestones. The game industry is pretty intense.

Which leads me to the next question. What's our next milestone?

On Mon, Apr 27, 2009 at 8:58 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> sorry i am tactless sometimes.
> kent - you are completely right, the scenarios should be our next
> milestones.
> ^--- thats the point i was trying to make :P
> and then just explain better what milestones are for.
> also if curious, when you are making a game professionally as a game
> company and getting paid by the publisher, they will often only pay you when
> you have reached certain milestones.
> like "i'll give you 20k every milestone you hit" and the publisher sits
> down with you at the start of the game and you guys map out the milestones,
> and then you hit them.
> if you dont hit them, you dont have money to pay your people, but you need
> your people to finish the milestone!
> it gets pretty crazy i think.... esp for crappier studios.
> blizzard however will make complete games and then throw them away cause
> they arent quite up to par.  those bastards have so much money haha
> On Mon, Apr 27, 2009 at 8:48 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>> 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
>> probably.
>> 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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