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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

#Actualbimmy

Posted 09 July 2012 - 04:03 PM

Also, in all fairness, there is a book more popular than almost any other in the world with more ficticious violence, death, rape, incest, murder, stealing, mutilation and general nastiness than GoT and Malazan put together. It rhymes with libel.

And that puts a most interesting spin on sunandshadow's comment about mostly good people, with conflicting philosophies. The early Israelites, in a world of violence and depravity, were violent and depraved, but rationalized it with an in-group moral philosophy. Its fascinating, really, and I think makes fertile ground for a game plot (thus, you can both win! it will be a dark, violent, but realistic, and uplifting, and probably confusing, story).

So, for awhile I've wanted to make an entirely story driven, single character rpg (in the old fashioned sense of playing a role). The story is entirely derivative (because, I think there are a lot of good themes that have never been properly explored in games, and it makes sense to try those, as a stepping stone to more complex and original work), but would hopefully be engaging or thought provoking:

You are on a journey. It's not clear where you're going, but you've been walking for a long time and you'll be walking for a long time yet. There is a haze far overhead that makes the sun look enormous, but does nothing to lessen its burn on your neck and arms. As the miles stretch on, your feet ache and your belly growls, but you don't stop walking. Desiccated grass and leaves crunch underfoot, methodically marking time. You occasionally pass dry, dying tress, leaning back towards the dirt that pushed them up, but mostly the landscape is bright, and empty...
Eventually you reach a river, but it's dry. A few boats lay sideways on the rocky bed. Bleached scum coats the rocks, but there is nothing green or living in sight...
After a long time, you will come to the city, and you will find her dying, her broad avenues crumbling, her powerful skyscrapers collapsing. She will not be empty like the other places.

What I want is basically a reverse-RPG, in which the character is slowly dying in a dying world. The story is sort of a pilgrimage, in that the character is seeking some sort of understanding, except that there may not be any to find. Feel free to share any thoughts. One concern that I've considered is that a game that focuses entirely on the minutiae of a dying man's journey through a dead environment is likely to be boring, but I'm hoping it will be a new kind of boring.

#1bimmy

Posted 09 July 2012 - 04:02 PM

Also, in all fairness, there is a book more popular than almost any other in the world with more ficticious violence, death, rape, incest, murder, stealing, mutilation and general nastiness than GoT and Malazan put together. It rhymes with libel.

And that puts a most interesting spin on sunandshadow's comment about mostly good people, with conflicting philosophies. The early Israelites, in a world of violence and depravity, were violent and depraved, but rationalized it with an in-group moral philosophy. Its fascinating, really, and I think makes fertile ground for a game plot (thus, you can both win! it will be a dark, violent, but realistic, and uplifting, and probably confusing, story).

So, for awhile I've wanted to have make an entirely story driven, single character rpg (in the old fashioned sense of playing a role). The story is entirely derivative (because, I think there are a lot of good themes that have never been properly explored in games, and it makes sense to try those, as a stepping stone to more complex and original work), but would hopefully be engaging or thought provoking:

You are on a journey. It's not clear where you're going, but you've been walking for a long time and you'll be walking for a long time yet. There is a haze far overhead that makes the sun look enormous, but does nothing to lessen its burn on your neck and arms. As the miles stretch on, your feet ache and your belly growls, but you don't stop walking. Desiccated grass and leaves crunch underfoot, methodically marking time. You occasionally pass dry, dying tress, leaning back towards the dirt that pushed them up, but mostly the landscape is bright, and empty...
Eventually you reach a river, but it's dry. A few boats lay sideways on the rocky bed. Bleached scum coats the rocks, but there is nothing green or living in sight...
After a long time, you will come to the city, and you will find her dying, her broad avenues crumbling, her powerful skyscrapers collapsing. She will not be empty like the other places.

What I want is basically a reverse-RPG, in which the character is slowly dying in a dying world. The story is sort of a pilgrimage, in that the character is seeking some sort of understanding, except that there may not be any to find. Feel free to share any thoughts. One concern that I've considered is that a game that focuses entirely on the minutiae of a dying man's journey through a dead environment is likely to be boring, but I'm hoping it will be a new kind of boring.

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