[project1dev] Re: scenario ideas

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 28 Apr 2009 07:34:19 -0400

sounds good to me

On Tue, Apr 28, 2009 at 12:11 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> Well we should finish the cave before we move on but definitely one of the
> scenarios is next... we dont have to decide til the end of the cave is
> closer so we still have some time to brain storm about them, and then decide
> which one we want to do first (:
> At least thats how i see it, if anyone has a good reason for not doing it
> that way, that's cool too :P
> haha
> On Mon, Apr 27, 2009 at 9:08 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>> 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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