tag:blogger.com,1999:blog-8776163819760508132.post80044316124811637..comments2023-06-04T15:36:43.714+01:00Comments on <a href="https://worldofalthea.blogspot.com">The World of Althéa</a>: Plot Twists By Player Freedom (POLL: Plot Considerations)Lance Botelle (Bard of Althéa)http://www.blogger.com/profile/16124192098553066324noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-8776163819760508132.post-62916639561682208012009-11-17T08:56:06.024+00:002009-11-17T08:56:06.024+00:00Hi Chaos Wielder,
"Minimal" does appear...Hi Chaos Wielder,<br /><br />"Minimal" does appear to be a current favourite leader. I suppose by making neutral NPCs attackable (which this option means) it does open up a new path for a player who wants to play an evil path, even if it is very hard to code for.<br /><br />Lance.Lance Botelle (Bard of Althéa)https://www.blogger.com/profile/16124192098553066324noreply@blogger.comtag:blogger.com,1999:blog-8776163819760508132.post-72320481111835907852009-11-17T01:50:14.256+00:002009-11-17T01:50:14.256+00:00I went with minimal. However, that's mostly h...I went with minimal. However, that's mostly how I design things--I tend to think that "good is good" and you should stick to your guns, whatever they might be.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-8776163819760508132.post-82386463383123429312009-11-15T12:54:58.542+00:002009-11-15T12:54:58.542+00:00Hi Anon,
I came to the same conclusion as you did...Hi Anon,<br /><br />I came to the same conclusion as you did - and so far the poll is in agreement with all responses to date.<br /><br />It will be interesting to discover if there are other ways players prefer to play. My wife comes from an "adventure" style gaming background and has said that she quite likes the idea of "cannot fail" and prefers the help along the way, but I suspect the more RPG background a player has, the more they ill prefer less plot, up to a point of it "spoiling the game".<br /><br />Lance.Lance Botelle (Bard of Althéa)https://www.blogger.com/profile/16124192098553066324noreply@blogger.comtag:blogger.com,1999:blog-8776163819760508132.post-50109690825101284012009-11-15T11:22:37.688+00:002009-11-15T11:22:37.688+00:00Voted for minimal help.
The "cannot upset NP...Voted for minimal help.<br /><br />The "cannot upset NPCs" can very easily get ridiculous and destroy the atmosphere of the module. The same happens when a locked door suddenly needs a key to be unlocked (unless it's magical or the key is some strange item and there's no keyhole).<br /><br />But I find destroying plot items a bit too much. Imagine the scenes<br /><br />Module: The guy with the ancient book appears in front of you.<br />PC: Fireball!<br />Module: The book you needed to save the world is burned by the heat.<br />PC: oops!<br /><br />Later...<br /><br />Module: The guy with the key to the archmage's secret vault charges!<br />PC: Melf's Acid Breath!<br />Module: The key is mutilated(is that the right word?).<br />PC: oops!<br /><br />Later...<br /><br />Module: The guy with the ancient crystal of wondrous power is waving his hands...<br />PC: Magic Missile!<br />Module: The crystal is shattered by the force.<br />PC: oops once again... wonderful.<br /><br />In the end you have a paranoid pc who is afraid of dealing lethal damage to anyone. These are extreme examples but you get the idea. Some plot must be kept intact.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-8776163819760508132.post-62723383430203444092009-11-14T12:51:26.140+00:002009-11-14T12:51:26.140+00:00Hi Shaughn,
Thanks for your interest and comments...Hi Shaughn,<br /><br />Thanks for your interest and comments. :)<br /><br />You make some interesting comments and I definitely agree about ensuring the player knows they have "blown it" before letting them play for another few hours.<br /><br />I was also pleased to read you also allow players to attack neutrals. I am glad I am not alone taking on that monster. ;)<br /><br />Lance.Lance Botelle (Bard of Althéa)https://www.blogger.com/profile/16124192098553066324noreply@blogger.comtag:blogger.com,1999:blog-8776163819760508132.post-35309196162934070382009-11-13T15:59:45.154+00:002009-11-13T15:59:45.154+00:00This is an interesting post.
For me I like the fr...This is an interesting post.<br /><br />For me I like the freedom that some games offer but I also must look at what can I realisticly provide to a player. Sure I could take the time and write all different paths but will the time I spend making all options avaliable be worth it when only a small fraction of players will take advantage of these options.<br /><br />The approach I take is to break everything into one of two categories. Stuff that will break the game and stuff that will stop a single story line.<br /><br />The game breaking stuff I set as plot. While I allow the player to attack nuetrals the main plot characters are immortal. They will drop to 1hp but eventually kill the player. Other characters that offer advise or side quest can be killed. I do the same with items and placeables.<br /><br />Your example of the ancient artifcat if it was needed to continue the main plot line I would do one of two things. Make it a plot item or let it be destroyed but with it's destruction let that the player know they just destroyed their one and only hope of endning the game. <br /><br />Something like that should be hinted at before the player enters a battle like that. Not only does the player need to survive but their tactics require that the artifact needs to survive as well. It would be an interesting approach and require the player to be a bit more careful.<br /><br />Checks need to be added at game breaking points. It would be unfair to the player to be allow edthem to destroy something and not be informed until hours of game play later. "Yah, you know that artifact you blewup like 7 1/2 hours ago, you need that now."<br /><br />Side quest I like the idea that choices will change how the quest is solved as well as maybe it can't be solved.<br /><br />So my thoughts are: Main game line needs to be plot protected. Either by making items undestroyable or be informing the character after they make a bad choice. Much like Torment when you replace the undead king or something and have to spend the rest of eternity sitting in that seat.<br /><br />For side quest, no limitations. If they want to try something different and it goes horribly wrong fine. They will have the journal entry to remind them "next time lets try to reign in those fireballs so we don't burn up that ancient tomb of whatever."Shaughnhttps://www.blogger.com/profile/11056849681678743620noreply@blogger.com