Thread: style of play?
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Old 10-08-2002, 04:16 AM   #8
SilentThief
Symbol of Cyric
 
Burger Time Champion
Join Date: September 10, 2001
Location: USA
Age: 49
Posts: 1,301
to quote manikus:
"my idea was that you could choose a or b or c or d, or a and b and c and d, and/or any possible combination in any order. or you could choose none of these and go down to the local dungeon and kill rats and find trinkets.

the idea wasn't for an epic adventure (though, i must admit, i'm pretty fond of those myself), it was that the party would be based in an area, and that certain opportunities would arise, that if not taken wouldn't be the end of the line for the main characters.

on the other hand this whole set-up seems awfully simplistic and quite frankly boring to anyone but the creator."

I don't think it would be boring IF done right. Just have like a "tying-in" theme (like trying to protect certain Npc characters while trying to save the world from destruction) or even if not all the available quests are for the main story, you could make the choices the player takes a bit more important if you put a time deadline on one (or certain ones, or even on all of them or an over-all time deadline) and to make things fun, totally twist the story. As an example, say that you are trying to prevent the destruction of the world (its been done b4, I know) AND somewhere in that main quest your friend gets poisoned. Now you have a "quest" to save him/her and if you don't find the ingredients for a cure this friend dies. Still pretty straight-forward so lets twist it a bit, you go to certain wizards to find a cure, and somewhere in the middle of this you find out that one of the wizards was the one who poisoned in the first place so now you don't know if the cure will work.

Now, I was thinking of a large scale type of adventure where you had an "open ended" type where you could go anywhere (but not get to everywhere) and find quests and do them or ignore them as you choose, and if you didn't take them they may or may not be available later to do (what I was thinking is easier to explain in example, so if you remember the good old "pool of radiance" you were given quests to "stop a tribe of lizard men from joining the enemy army and that was it. If you didn't it really didn't matter. But I would think if you didn't, than the tribe should then be later found among the enemy army.)

The idea is that what you do (or don't do) should have an affect on you later.
BUT, I don't think that it would be easy to make. I think it would be a good game to play, tho.

SilentThief
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