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fir

what adventures

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fir    460

Im trying to think about inventing some adventures in my small game rpg (tiled roguelike) called eye3 (also sometimes micro adventure)

 

You got a big map of tiles each tile can be for example a tree, a wall fragment, a wolf. a peasant, .. hundreds of others.. you know. 

 

Apart of making game inner mechanic and visualisation (which is hard and confusing) I need to invent some interesting 'adventures' which is also hard.

 

I need to project some map locations some characters some adventures and start to think about doing maybe something a bit more than conventional ones that come to mind (?)

 

The conventional ones that come to mind are putting some river, some road, some wolfs some bandits guarding the bridge, some mines, dungeons (haunted by something evil), some village city, some bad army to defeat, guarded treasures - and this much conventional stuff going in tons in rpg

games I played (from adom, crawl, tome to gothic3 to mention the few rpg games i know the most)

 

This conventional stuff mentioned above is not bad,but also this is also hard to balance it, making it fighting against it and chossing possible ways hard and exciting not boring - but maybe (apart of well balanced gameplay mechanics) I would also like to find for something new in plot and adventure fields to make some 'amazing' story..

 

Some exaples of what imagine directions to seek? some examples of micro adventures possible to play through?

 

To make the thing got more focused lett assume that first stage of the game is starting in the forest, the player is level 1 got nothing or some basic equipment, got some places to go into (like near village, near hunter hut or something, to buy a food, or basic weapon , some dangerous (bear, ogre, bandits)  places not to go into (or sneak or barely go) becouse of high possibillity to be killed - or yet something other .. what other? 

Edited by fir

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arka80    1959

These are the kind of games I love. 

I encourage you to not throw away "classic" adventure plots: they're fun, and a good-known place for the player to learn your game's mechanics. 

Anyway, some not-so-conventional plots uh? ... (I assume you are talking about a game with fixed quests rather than procedural ones)

 

Just some ideas:

 

- player is captured by bandits and must escape from their lair... no weapons, barely naked, strong use of stealth skills

- investigation plot: in the village of the player a murder happens: talk with paesants, use of diplomacy skill, beat the killer and perhaps these events are only the first signs of a bigger and darker event

- become a bandit ("bandits" are not always bad people... robin hood and his gang?)

- deal with some impossible-to-beat guy (ancient dragon, big demon...): there is no way to beat him with a sword, so something else must be done. Maybe doing something for him?

- rumors about a tower/city/castle that appears and disappears in various places

- a joust: pay the fee and try to win a set of encounters in the arena, maybe with some limitations on your arsenal use

- "Oh no!": do a conventional quest like find something for someone, but your customer is the real bad guy, and you just putted the ultimate weapon on his hand

- Find a cursed item: every night an horde of little demons come to kill you. A bigger bad-guy commands them. You have to find him and deal with him, or accept to become one of his slaves.

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fir    460

These are the kind of games I love. 

I encourage you to not throw away "classic" adventure plots: they're fun, and a good-known place for the player to learn your game's mechanics. 

Anyway, some not-so-conventional plots uh? ... (I assume you are talking about a game with fixed quests rather than procedural ones)

 

Just some ideas:

 

- player is captured by bandits and must escape from their lair... no weapons, barely naked, strong use of stealth skills

- investigation plot: in the village of the player a murder happens: talk with paesants, use of diplomacy skill, beat the killer and perhaps these events are only the first signs of a bigger and darker event

- become a bandit ("bandits" are not always bad people... robin hood and his gang?)

- deal with some impossible-to-beat guy (ancient dragon, big demon...): there is no way to beat him with a sword, so something else must be done. Maybe doing something for him?

- rumors about a tower/city/castle that appears and disappears in various places

- a joust: pay the fee and try to win a set of encounters in the arena, maybe with some limitations on your arsenal use

- "Oh no!": do a conventional quest like find something for someone, but your customer is the real bad guy, and you just putted the ultimate weapon on his hand

- Find a cursed item: every night an horde of little demons come to kill you. A bigger bad-guy commands them. You have to find him and deal with him, or accept to become one of his slaves.

 

Those are much conventional ones, especcialy 7 is deadly simplistic and conventional, also 6 is deadly conventional (but better) 3 is better - i think options rise when you put some

magic thing to get - but at the beggining i would like to create 

something interesting with some basic gameplay elements

- and reveal more things (like magic items or summoned creatures) gradualy  with time

 

 

conventional stuff is not quite bad but i think it could be mixed

with something more new than 'flat' quests

 

As to fixed procedural - i think characters and possibilities 

they will bring on will be coded fixed but can in some extent 

be adjusted random (the most influence on that comes from 

adom my favourite game of such type i played tremendous

amounts of hours it)

 

This adventures, game scenerio stuff is hard, all this game design stuff is big thinking and hard thing to be done okay -

it involves a different kind of thinking and searching than just coding and its quite hard

 

This is also somewhat hard to divide all this game stuff on 

the individual parts and say 'ok now I got fighting mechanics

right, experience mechanics ok, so this side is clear - now i will work on adventures and enemy characters" - this is all mixed and confusing thing to do it all good/clear (at least i am quite stunned)

 

think i should start with some very simple scenerio (for example) character against a couple of wolves in  the forest

(maybe yet some thing ) and experiment and tweak the gameplay to achieve something ok - but I am not exactly sure

how results it will bring

Edited by fir

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