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Review my RPG setting - Added Concept Art (11 Jul 2010)

Would you be interested in such a setting?

  • Hell, Yes

    Votes: 0 0.0%
  • Fuck NO

    Votes: 0 0.0%

  • Total voters
    0

soggie

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The original setting design that generated heavy criticism towards its plausibility with the general consensus being that wild beasts' dominion over mankind is improbably given humanity's superiority in firearms and resourcefulness.

Premise

Bronze/Iron Age materials and housing with modern day comforts (water tanks, simple sewage and coal electricity generators); fairly modern firearm and munition technologies (no sci-fi laser stuff); hydroplasma generators in bigger cities providing almost endless supply of electricity; most houses made of wood (especially in villages) or stone (city houses); 70% of the world covered in thick and nigh impenetrable forests that are home to deadly beasts; and tropical setting with lots of bare chest, abs and thongs.

Imagine firearm carrying humans dressed in chainmails and leather jackets running around lush tropical forests being hunted by wild beasts.

History

Some time in the near future, the world's nations gathered together and secretly funded the Eden project, whose aim is to build 7 massive space cruisers to seek out new frontiers beyond earth. Years go by without much protest towards this insanely expensive project, as most of the world are focused on the impending clash between the Russians and the Chinese.

And overnight, the rich, famous, influential, powerful, talented and smart people boarded the 7 eden ships and tore into space, leaving the entire world leaderless overnight.

The world woke up to total anarchy, and just when they though they had seen the worst the entire world was hit by a massive plague of necrosis inducing viruses, decimating more than 80% of the world's living beings in mere months.

Strangely, south east asia was spared from the plague. Survivors began making their way towards the little continent, but to their dismay they were denied entry and even gunned down upon sight. The violence quickly escalated, leading to the Outsider Wars which heralded in the second dark age.

Many centuries had passed before the dark age officially ended with the formation of the Confederacy of Mankind, which subsequently was renamed into the Combine.

At that point, humans were no longer on top of the food chain. Even though firearm and munition manufacturing was one of the few technology that was retained through the Dark Age, the lack of encroachment into the tropical jungles meant that the wild beasts that prowled within were given a crucial chance at survival. Not only did they manage to survive the chaotic dark ages, but they evolved too.

Transportation & Fuel

In this new world, humans never travel alone in the Wildlands. Villages are raided and razed by wild beasts, and then swallowed whole by the forest, whose growth rate consumed whole cities in mere decades. Even cleared and well worn paths through these jungles provide no insurance against ambushes by these wild beasts, who no longer feared humans and their firearms.

Merchant caravans were the only way to traverse these deadly jungles, and they are often heavily armed by dozens of machine gun wielding guards. Towns and villages were often isolated from one another with no easy or safe paths between.

Goods and cargo are usually packed into large caravans powered by Hydroplasma batteries (a pre-apocalypse technology utilizing hydrogen plasma stored in crude magnetic suspension capsules to provide a constant supply of electricity while weighing lesser than a conventional battery of the same capacity), while smaller carts (with ligher cargo) are pulled by mules whose keen senses serve as a natural warning to the caravan against ambushes by wild beasts.

Village Life

Humans live in wooden huts, reinforced with metal bands and stone. Iron and metal are rare in this setting, while wood is plentiful and stone easily found. Thus, most houses are built entirely from wood and stone, and richer households sometimes spot iron banded doors and metal barred windows.

Hunting and foraging are left to veteran hunters in the village, who do not stray far and always hunt in groups of five or more. They often leave at sunrise and return before sunset, never staying in the jungle for the night. Firearms are rarely used in the villages as ammunition are relatively rare (most caravans only visit a village once per year, some never at all).

Villagers are clothed mostly in leather and animal hides, but most villages have a complete water delivery system consisting of a central water reservoir (with a water pump that extracts water from a nearby stream) connected to individual water tanks in each hut via wooden and iron pipes. Each hut has its own living room, kitchen, toilet and bedrooms, and while most of them are not fenced villagers rarely visit each other in their houses and prefer to meet in the village squad instead.

Most villagers wear nothing more than loin clothes and cloaks made of animal hide, and have elaborate tattoos all over their body to signify which family they belonged to. Each family would specialize in one profession, which is how these villages remain united as they can only survive if all families work together as one.

City Life

Cities are usually built on top of pre-apocalypse ruins, and its management is almost always fighting against encroachment of vines and weeds that bury themselves deep into even the densest concrete.

City folks are usually better clothes than their village counterparts, spotting well woven shirts, trousers and skirts of various design and colors. Individuality are valued in cities, where most people prefer to dress uniquely. However, the same individualism has caused severe apathy amongst the city folk, where one can get mugged in the middle of the street in broad daylight without anybody else even bothering to care. Separation of duty is the rule in the city, where such matters are left exclusively to the militia/sheriff.

Most houses are supplied with ample electricity to operate various pre-apocalypse technologies like fridges, lights and fans, and most houses are connected to the city's sewage system allowing proper waste management (which are reprocessed into fertilizer and sold to villages).

Like the villagers, city folks prefer to specialize in specific areas, and they do work together to accomplish common objectives; but unlike the villagers they have no love for each other and only work together out of necessity. Volunteering for tasks are virtually unheard of in the cities, as most are busy caring for themselves to bother about what is going on with the government.

=========================================================================
=========================================================================

A revised setting after taking in criticism from the forums, resulting in the minimization of the dangers of wild beasts. Mutant species are added in to provide a better framework for the game's central philosophy, resulting in this revised setting:

Basic Premise

The game(s) is set in a "post-modern, post-apocalyptic world where every human is a mutant of some sorts" world. It revolves around the question "what does it mean to be a human" to the extreme, with each mutant species convinced that they are the logical next step for the human species, while viewing the rest as nothing more than failed evolutionary variants.

The game's aesthetics resemble an apocalyptic parody of modern day life, with a slight touch of advanced technologies like hydroplasma cells, rail guns, powered exoskeleton suits and advanced all-terrain personal hovercrafts.

And it is in this world that the player creates their own story - of their journeys in the desolate and deadly Wildlands where every next step could very well be their last.

Cause of Apocalypse

The world woke up one day in the near future (2013 to be certain) and realized that all the world's leaders have boarded into 7 massive Eden ships and fled into space, leaving the world behind to total anarchy. For the first week there were riots and skirmishes all over the globe as people scrambled to fill in the leadership void; but just when things were starting to sort itself out a deadly epidemic broke out all over the globe, wiping out tens of millions every day. In mere months the entire world's population had been reduced to mere millions, who no longer had any food left as the virus affected all living beings.

The general consensus amongst the survivors of the First Deadly Epidemic was that those who left in the Eden ships foresaw the apocalypse event, and rather than fighting it they fled instead. The exodus would come to be known as the Great Desertion in history, and turned into the source of universal hatred and blame amongst the survivors of the epidemic.

South East Asia Survives

Miraculously, survivors of the epidemic found out that South East Asia were largely untouched by the epidemic, as well as isolated islands in the Pacific and Atlantic oceans. Knowing that their survival now hinged on the small little third world continent, survivors from all over the world packed up their gears and made the long journey to the last sanctuary on the planet.

For a while the South East Asians welcomed these people with open arms: a testimony of humanity and compassion long thought forgotten in the cynical and apathetic first world.

However, as more congregated in the continent, resources began to dwindle and soon a deadly tension between the natives and the foreigners threaten to spiral chaotically out of control.

The Outsider Wars

Nobody remembered how it happened, but the uncomfortable tolerance between the natives and the foreigners finally broke in the year 2014, one year after they voluntarily offered their homes and food to these immigrants.

Quarrels quickly escalated into skirmishes, and subsequently into total war. Thousands laid dead every day from raids and ambushes, and rival villages and towns sent war bands against each other for all sorts of reasons, of which many of them were trivial in retrospect.

Though the exact cause for the Outsider Wars would probably be lost in the annals of oral history, one thing remained for certain: the war became the herald of the dark age and the dawn of mutantkind when one of the skirmishes accidentally destroyed an experimental research facility, which released gallons of mutagens into the atmosphere.

The Dark Age

The airborne mutagen were not detected until years later when its effects began to manifest. Babies were born with severe defects and adults began suffering from strange and incurable diseases. More people died of cancer than bullets, and soon scientists came to the harrowing conclusion that South East Asia was no longer safe anymore.

Protective gear were quickly issued to all those who could afford it, and for the unfortunate they either stole or murdered for it. Travel became tedious and dangerous, resulting in communities being isolated from one another as time went by.

Not every community were fortunate enough to receive these protective measures however, and were forced to weather the mutations. Tens of thousands of deaths through cancer and diseases soon paved the way to a new generation of mutant variants.

The Mutant Dawn

While many humans were killed by malicious mutations, small numbers of them benefited from it instead, providing them with new means to survive the desolate lands. Soon, their fortune spilled over to their descendants, and from their bloodline came a new generation of humans who bore little to no resemblance to pre-desertion humans, but retained similar culture, mannerism, tradition and lifestyles.

Communities blessed with protective gear believe themselves as the last remaining "pure" humans, and zealously enforce this fact by exiling/executing any community members who display but the slightest sign of mutation. This xenophobic zeal soon redirected its attention outwards, and a genocidal scheme soon brought these communities together in unity. They formed the Confederacy of Pure Humans, locked and loaded their firearms, and launched the Great Purge.

The mutants were caught by surprise as armies of biohazard suited clad militias tore into their peaceful villages and slaughtered every men, women and children. At first the mutants fled from the "Pure Men", but soon they began to fight back. The mutants rallied under the inspirations of a visionary mutant by the name of Criss, who then formed the Crissen Order whose membership was open to any mutant who were ready to shed blood for the better of mutantkind.

The war between the Confederacy and the Order ground down to a stalemate in the fields of Blacksand before a massive pre-desertion metropolis ruins, dying the earth red with the blood of the fallen. It was there upon the stained grounds that both sides began questioning of the reason for warfare. For the first time in centuries of bloodshed, they finally pondered about peace.

The Combine

The Confederacy and the Crissen Order finally merged after a long truce, uniting into a new entity called the Combine that promised a fair future where mutants and pure humans could live alongside each other in peace.

Because many were unprepared to discard their prejudices and vendettas for fallen comrades and family, the early days of the Combine were stricken by many difficulties; many of which led to brawls, murders and discriminations. Legislation of a constitution that advocated the superiority of the Pure Men (who happened to be the majority race in the Combine) led to even more dissatisfactions, and soon a scheme was hatched to wrestle the society under control.

From the vaults of pre-desertion technologies the high council of the Combine approved the release of the same virus that wiped out all civilizations after the desertion. The virus was deployed in the guise of a research facility accident, which many found to be questionable given the high council's lackluster efforts at containing the spread. Citizens of the Combine were then forced to wear the same biohazard suits that were once associated with the very identities of the Pure Men in order to survive the Second Deadly Epidemic.

Rebellion and Splintered Core

Many vehemently protested the new measures of donning the biohazard suits, as they deem such actions as discriminatory and a subjugation of their mutant identities. Instead of biohazard suits, the protesters suggested that the Combine redirected all its resources towards a two pronged strategy: (1) connect all existing airtight residential vaults called biodomes with a network of tunnels; and (2) accelerate the development of a vaccine that was supposed to have been completed years ago. The first measure was agreed by many (even amongst the Pure Men) as the most viable strategy, which made the rejection from the high council raise even more questions and conspiracy theories. Despite the rare joint protests of all mutant groups (including many Pure Men as well), the high council instead sent riot control police to suppress their dissenting voices, resulting in unnecessary bloodshed over the course of two weeks.

This dissatisfaction quickly led to the formation of two splinter groups; with one preferring to leave the Combine in peace and the other choosing a more violent route.

Those who left the Combine traveled north and eventually settled down in Oasis. They eventually merged with the Lorekeepers whose sole objective in life is to rediscover pre-desertion knowledge, forming a semi-religious order known as the Awakened Order.

Those who chose to resist the Combine's new law with violent means escaped into the underground tunnels beneath the Combine cities and called this new home the Gloomy Tunnels, from where they plotted rebellions against the government. In honor of the first mutant who was executed for refusing to put on the biohazard suit, they called themselves the Saberions after her maiden name Sabari.

It is during this time that the protagonist is born, in a quiet little village in Oasis called Moonstone.

More Info On Mutant Species Here

Attached an image of a rebel soldier and a Combine soldier here, both unmasked.

Combine soldier.

GW450H613.jpg


A soldier in the rebel forces.

GW450H571.jpg



=========================================================================
=========================================================================

Discussions on game mechanics:

Is misinformation fun?
Phase-based Combat System
Equipment Familiarity giving bonuses
Seasons & Weather in RPGs
Best way to kick off in an RPG
Turn-based martial combat
Seeding method to encourage failure
Property based RPG system
A post-apocalyptic vision
Quick question: Top-down or isometric?
My take on turn-based combat
Is this story cliche?
 

Unradscorpion

Arbiter
Joined
May 19, 2008
Messages
1,488
I actually like the setting in a way, but I don't think it would be good for an RPG. It might be good for a survival game, but it isn't a good place for interesting factions/NPCs/quests/stories
 
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I wouldn't even say it's the PA/jungles. It's like a spin-off to Atlas Shrugged in background concept, which I find to be borderline retarded, and since it's set on Earth, I suppose I have less leeway on the suspension of disbelief than I would for other settings.
 

soggie

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Flying Spaghetti Monster said:
I wouldn't even say it's the PA/jungles. It's like a spin-off to Atlas Shrugged in background concept, which I find to be borderline retarded, and since it's set on Earth, I suppose I have less leeway on the suspension of disbelief than I would for other settings.

I'm sorry, but I'm not really familiar with Atlas Shrugged (other than Bioshock has something to do with it). What background concept does my premise happen to share with it?
 
Joined
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The elite leaving and setting up a utopia away from the plebs, while the society they leave completely crashes.
 

bhlaab

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It seems over-complicated. You tried to sum it up in a couple sentences and it just came out as a cobbled together mess.

Your backstory and the minor specifics seem to be way more important to you than the actual setting itself. Consider that you have to sum up the setting in a single sentence, and that sentence has to unify the entire project.

"A retro-futuristic post nuclear Americana"
"A magical genre-fantasy world undergoing a steampunk industrial revolution"

"Firearm carrying humans dressed in chainmails and leather jackets running around lush tropical forests being hunted by wild beasts" doesn't tell me much about the actual setting or the themes or conflicts, it just tells me what they wear.
 

laclongquan

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If you have unlimited electricity, Iron/Bronze Age is NOT happening. Simple as that. Why? Because unlimited electricity make for easy metallurgy and you can have metal alloys out of your ears by refining leftover junk metals. And where would that electricity come from anyway? Subgrounded huge fusion generator?

You use guns meaning you have a steady supply of ammo. Meaning you have a steady supply of gunpowder and brass. Where does both of them come from? Where are the mines, the factories, the refineries? And at that level of gun, what you have is NOT Iron Age tech.

You would do better if you set this up as a failed colony of Earth. 7 ships came, set up camps, broke out in fighting, forgot the Earth origin. Limit number of humans, limit source of weapons, explainable source of energy, explainable vast forests. Forget the PA setting on Earth, make it "open up new frontier with limited resources" scenario.
 

soggie

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bhlaab said:
It seems over-complicated. You tried to sum it up in a couple sentences and it just came out as a cobbled together mess.

Your backstory and the minor specifics seem to be way more important to you than the actual setting itself. Consider that you have to sum up the setting in a single sentence, and that sentence has to unify the entire project.

"A retro-futuristic post nuclear Americana"
"A magical genre-fantasy world undergoing a steampunk industrial revolution"

"Firearm carrying humans dressed in chainmails and leather jackets running around lush tropical forests being hunted by wild beasts" doesn't tell me much about the actual setting or the themes or conflicts, it just tells me what they wear.

I'll try again.

"A post apocalyptic savage wildland where humans struggle to survive against deadly mutated/evolved beasts"

Does that make a better premise? Or same shit?

laclongquan said:
If you have unlimited electricity, Iron/Bronze Age is NOT happening. Simple as that. Why? Because unlimited electricity make for easy metallurgy and you can have metal alloys out of your ears by refining leftover junk metals. And where would that electricity come from anyway? Subgrounded huge fusion generator?

You use guns meaning you have a steady supply of ammo. Meaning you have a steady supply of gunpowder and brass. Where does both of them come from? Where are the mines, the factories, the refineries? And at that level of gun, what you have is NOT Iron Age tech.

You would do better if you set this up as a failed colony of Earth. 7 ships came, set up camps, broke out in fighting, forgot the Earth origin. Limit number of humans, limit source of weapons, explainable source of energy, explainable vast forests. Forget the PA setting on Earth, make it "open up new frontier with limited resources" scenario.

The idea is that the dark age is so choke full of strife that military technologies have been pretty well preserved (due to constant demand) while other technologies have faded away in time.

Also, while power generated by hydroplasma batteries can power entire cities for weeks, they are still batteries and need to be charged by manufacturers supplying these batteries. Thus, in this world, these companies hold immense political influences.

I wouldn't do the setting on the 7 ships that ran away though, because... well, they're integral to the story and play an extremely important role in shaping the wildlands as it is.
 

laclongquan

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Let's assume something to repair your setting then:

Iron Age setting: the huge armories of the past will provide guns and ammo you need. Okay. In this case the scavenging and exploring old ruins are priority. Who have more guns/ammo will hold the upperhand in conflict. Also, the number of humans must be extremely low, to the estimate of tens millions in total, spreading all over Asia continent. Just so the usage of guns will be low or they will run out long before.

Generators: Even if they are hugely selfcontained and selfrepaired, they still need human input and human touch. And with Iron Age setting no way in hell you can build sufficient education infrastructure for training a skilled workforce. in this case, whatever technicians can work in the generators it's by rote learning and oral teaching. It also mean they are monkeys messing around in those hightech compound, huge accidents just waiting to happen.

I still say the idea of unlimited electricity will stunt the idea of Iron Age setting. If nothing else, metallurgy will be easy, what with all those rusted cars and machinery and electric melters.

Sorry, if you insist this happen on Earth, and with Iron Age level, then it's a no can do.
 

J1M

Arcane
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Scientists who get eaten by jungle beasts can't invent perpetual energy creation machines.
 

bhlaab

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soggie said:
"A post apocalyptic savage wildland where humans struggle to survive against deadly mutated/evolved beasts"

Does that make a better premise? Or same shit?

Okay, but now I'm wondering if surviving against the beasts is going to be the only major conflict. What is it that the people want for?

Fallout's post apocyalyptic world has the benefit of using Mad Max et al as templates, but the fact that the wasteland is like this savage parody of what we currently know speaks volumes. The 50s aesthetic bolsters the main conflict. And by that I don't mean people versus mutants, I mean "the ruined present versus the idealized past"

By setting your PA world in a fairly alien jungle setting you're kind of cutting that angle off at the knees. Not saying that's a bad thing, but if that's out then it needs to be replaced with something. You need some kind of emotional hook otherwise you're just toiling in the worn fields of dry, for-its-own-sake science fiction.

What you seem to be going for is something along the lines of "modern convenience versus a hunter-gatherer need to survive" I mean, that's one way to take it. But your backstory and setting need to be malleable around the emotional center, not the other way around.
 

soggie

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@laclongquan:

Alright, ditch the iron age angle then. The reason I described it as "Iron age" was meant to portray the general quality of tools and materials of the setting, where houses are made of stone, bricks and wood, while utensils are mainly cast iron or clay. Plastics and synthetics are practically non existent, and even if they do they are mostly scavenged materials or produced in extremely small quantities.

@J1M

Nor could scientists who are buttraped by mutants and centaurs.

@bhlaab

No, the angle on surviving against beasts is used as a premise to portray the dangers of the lands. Venturing alone into the woods is an almost certain way to get yourself killed and eaten, and it is partly because of this deadly nature that the protagonist is surrounded in that when he/she hears of a wonderous city devoid of predators and plant life it suddenly sounds like paradise (btw, the first game involves the player trying to escape a life of slavery and find this city which is rumored to be the last paradise on earth)

The core concept around my entire universe is the pervasion of irony - when the plague hit, and billions are killed, still humanity found reason to go to war against each other, as if the plagues were not enough. Similarly, the contrast between villages and cities are meant to be wide enough to portray the extreme differences between the two community types.

The story basically asks the question: what does it mean to be human? In the wasteland, villagers and city folk don't see each other as "pure humans". Villagers pride themselves as the last bastion of human morality which they define as the meaning of being human, while city folks generally believe technological advance and civilization being the defining points of humanity.
 

laclongquan

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War never change! Billions are killed meaning resources become limited. An excellent reason to go to war, dont you agree?

Dont set philosophical question too clearly, it will turn off casual gamers and enrage the hardcore. I guarantee that even if your own answers does not stink. If they do , all hell break loose.

Set your PC's goals something clear and easy to understand:

- Build a shining town as an example to the wildlands. It will be the dream of other towns, the desired target of marauder bands.

- OR, build a series of towns in an alliance of mutual aids.The alliance became the basis for a future society, to climb back from the precipe of disaster.

- OR, fulfil your own personal quest only, dont give a damn about society.

Give players something positive to strive for, or something extrmely negative they can achieve if they know how (kill everyone, ala Fallout2 evil ending)
 

soggie

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laclongquan said:
War never change! Billions are killed meaning resources become limited. An excellent reason to go to war, dont you agree?

Dont set philosophical question too clearly, it will turn off casual gamers and enrage the hardcore. I guarantee that even if your own answers does not stink. If they do , all hell break loose.

Set your PC's goals something clear and easy to understand:

- Build a shining town as an example to the wildlands. It will be the dream of other towns, the desired target of marauder bands.

- OR, build a series of towns in an alliance of mutual aids.The alliance became the basis for a future society, to climb back from the precipe of disaster.

- OR, fulfil your own personal quest only, dont give a damn about society.

Give players something positive to strive for, or something extrmely negative they can achieve if they know how (kill everyone, ala Fallout2 evil ending)

It's built in a trilogy, where the goal of the first game is to find said legendary city.

The PC starts out with his village being razed by wild beasts, and being the only survivor he has the good fortune of running into slavers and subsequently being sold into slavery. An artillery bombardment of the slave pens kills the slaver however, and the PC gets to escape, and is unceremoniously dumped into the wildlands alone with no where to go.

It is then that the PC remembers the legendary city he has heard of from his surrogate grandparents, and recently he had been having dreams urging him to find said paradise.

So, the goal in the first game is to reach the city no matter what. The PC can play as a morally upright person by helping people along the way and finding out the location of the city the right way (and getting screwed seven days to sunday for being naively nice in a world where everybody's out to take advantage of your); or as an apathetic wanderer who is willing to do anything except helping others to find the city; or as a psychopath who's out to massacre every city just because he hated the world for enslaving him.

Either way, the game will only end when the PC finds the gate to the city and walks into it, and 3 years will pass before the second game begins, which is basically about the PC's life within the city.
 

laclongquan

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Details:

How the hell wild beast can raze a village? Destroy, yes. A herd of elephants can destroy it in rages. But not raze. You will find plenty of tools and stuffs leftover from the ruins.

Wild Animals also can not kill them all. maim, maybe, but not all.

Who would shell the slave pens? the competitors of that slavers band? Then that pen is the prize. Beside, mobile artilery and mortar are a pain to haul around without roads. Nearly impossible. Canbe done, sure, but it cost like you wouldnt believe.

And why would he seek out this mirage? If you got dumped into that world would you? Hell no. you would try to survive until the nearest settlement, or leading the survivors to the nearest viable site for rebuilding. The only motivation for you is that city contain something you need no matter what (waterchip of F1, GEKK of F2). What can that thing be?
 

soggie

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laclongquan said:
Details:

How the hell wild beast can raze a village? Destroy, yes. A herd of elephants can destroy it in rages. But not raze. You will find plenty of tools and stuffs leftover from the ruins.

Wild Animals also can not kill them all. maim, maybe, but not all.

How about beasts that prey on humans? Like I said, in this setting humans are not on the top of the food chain.

They don't kill. They hunt down, rip 'em to shreds, and then carry the meat back to their nests for their younglings.

laclongquan said:
Who would shell the slave pens? the competitors of that slavers band? Then that pen is the prize. Beside, mobile artilery and mortar are a pain to haul around without roads. Nearly impossible. Canbe done, sure, but it cost like you wouldnt believe.

There are mercenary guilds and militias with heavy weapons. Suffice to say that larger cities have some form of transportation (merchant caravans uses transports for heavy cargos and mules for lighter cargos).

laclongquan said:
And why would he seek out this mirage? If you got dumped into that world would you? Hell no. you would try to survive until the nearest settlement, or leading the survivors to the nearest viable site for rebuilding. The only motivation for you is that city contain something you need no matter what (waterchip of F1, GEKK of F2). What can that thing be?

After spending his youth as a slave, where else would he go to? The city is the best place (at least that's what the PC believes) in the wildlands, and who doesn't want a better life?

Villagers migrate to cities all the time to seek better prospects. Third world immigrants seek refuge in first world countries for the same reasons too. Most do not make the trip because of attachments: families, jobs, etc. But what if you took away all those? What's holding you back form seeking out a better life? And why be satisfied with surrounding settlements when you know there's a paradise just a few hundred kilometers down south?
 

hanssolo

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Apr 28, 2010
Messages
863
this trilogy shit is really stupid, a game's narrative should be concise and self-contained. I don't want to sink 30 hours into a game and be greeted with an ending slide of my character walking through some city's gates followed by "the saga continues in 'Safari Hunter RPG 2'", how can you build a satisfying narrative from that? there is no payoff, and if there is, it can only be in the form of a B-plot, since the winning game condition is reach the city.

EDIT: why do these beasts hunt humans? are there no larger land mammals to hunt?

EDIT EDIT: wouldn't most of these cities with limitless power and a weapons manufacturing industry be beast-free? what is so special about this 'legend-city'?
 

Fritz Haber

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Messages
316
[...]and recently he had been having dreams urging him to find said paradise.
Dreams, huh? :/

I can see those caravans as a cool point, design and gameplay-wise, movable fortresses, spiting fire against the unforgiving jungle.
You will need good monsters though. Which leads to a couple of questions:

-What kind of creatures are so terrible? How far do you want to go with the whole 'evolved' angle :)talkingDeathclaw:)?

-Why does humanity not simply burn down unwanted parts of the jungle?
 

laclongquan

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Let's not be hasty here.

The fact remain is that wild animals stay the hell away from fire. And to destroy a whole village you need a herd of animals. Elephants are the most probable. Carnivore rarely attack en masse. Wolves can but a band of wolves can never destroy one village. I advise to drop this detail.

Make that a slaver band attack the village, raze it to the ground, capture most of them. You are grievous wounded and left behind for dead. That is most logical course and nobody can argue with.

And in one slaver band, the most valuable prizes are the slaves in manacles. It make no economic sense to destroy slave pens. The mercs can and will attack slavers, with approriate reasons.

Lets make that you are wounded, recover your health, and start tracking your captured villagers. The initial slavers band was attacked and the slaves are recaptured and transfered further. You track them down and eventually you discover that their final destination is in the fabled city. You find that city to rescue your family. your friends, your countrymen. That is an understandable motives. nothing fancy.

Keep it simple, and understandable.
 

soggie

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Tyr
hanssolo said:
this trilogy shit is really stupid, a game's narrative should be concise and self-contained. I don't want to sink 30 hours into a game and be greeted with an ending slide of my character walking through some city's gates followed by "the saga continues in 'Safari Hunter RPG 2'", how can you build a satisfying narrative from that? there is no payoff, and if there is, it can only be in the form of a B-plot, since the winning game condition is reach the city.

EDIT: why do these beasts hunt humans? are there no larger land mammals to hunt?

EDIT EDIT: wouldn't most of these cities with limitless power and a weapons manufacturing industry be beast-free? what is so special about this 'legend-city'?

For the trilogy part, it is meant to break the game down into manageable pieces so that I can actually finish it. So yes, the goal for the first episode is to reach said city.

(1) Beasts hunt humans because they're easy prey. Just like how old sharks prey on humans because they are slower and easier to hunt, beasts in the jungle hunt humans simply because its easier and safer to do so instead of hunting other animals.

(2) Cities are free from beasts, but have their own problems. There's a city made of vehicular junks that keep changing its layout every night, and force merchants to pay crazy fees to "guides" in order to do business with them. And there's another city choke full of raiders whose only source of economy involves raiding villages and then selling captured villagers to cities who are friendly to slave trade. The point is, there isn't a city that could compare with the PC's mental image of the ideal home he was told when he was young, which makes it a pretty compelling reason why he doesn't settle down for good and keeps persisting in his search for it.

Fritz Haber said:
Dreams, huh? :/

I can see those caravans as a cool point, design and gameplay-wise, movable fortresses, spiting fire against the unforgiving jungle.
You will need good monsters though. Which leads to a couple of questions:

-What kind of creatures are so terrible? How far do you want to go with the whole 'evolved' angle :)talkingDeathclaw:)?

-Why does humanity not simply burn down unwanted parts of the jungle?

Yes, dreams. That's God talking to your PC.

(1) I have a few drafted up. Omnivorous rhinos for one, with iron-like hides impervious to all but heavy .50 cal bullets. Not to mention they have an insane resistance to pain when they are charging. Also, you have badass version of wolves who are impossibly fast and hunt in packs and breed like rabbits. Think zerglings.

(2) No reason. First, its a tropical climate, where its hot and humid, with thunderstorms almost every week. Second, people actually fear the forest as there are plenty of rumors of wild beasts exacting revenge on settlements who dare set fire to it. In the decline of technology and science, superstition and paganism (a big thing in asian countries, trust me) takes over the void, thus the explanation of why nobody even thinks of burning down forests.

laclongquan said:
Let's not be hasty here.

The fact remain is that wild animals stay the hell away from fire. And to destroy a whole village you need a herd of animals. Elephants are the most probable. Carnivore rarely attack en masse. Wolves can but a band of wolves can never destroy one village. I advise to drop this detail.

Make that a slaver band attack the village, raze it to the ground, capture most of them. You are grievous wounded and left behind for dead. That is most logical course and nobody can argue with.

And in one slaver band, the most valuable prizes are the slaves in manacles. It make no economic sense to destroy slave pens. The mercs can and will attack slavers, with approriate reasons.

How about angry rhinos working together with a band of wolves? There are many instances of inter-species synergies in hunting in nature, especially in the sea.

I originally planned it to be random raiders who burn down the village over a squabble "as an example to nearby villages", and that the PC survived the slaughter through pure luck, only to be captured by slavers days later and sold into slavery.

As for the attack on the slave pens, I'm sorry I didn't put in the right details. It's not just the slave pens that got hit - it's the entire city being laid under siege by an army. Yes, there are governments in the wildlands, and large factions usually have their own military forces. Like I said, the idea is that wars and skirmishes are still fought every now and then, which is the direct explanation of why military technologies like firearms and munitions have not been lost after the apocalypse (due to widespread usage and a thriving industry behind it driven by demand).

laclongquan said:
Lets make that you are wounded, recover your health, and start tracking your captured villagers. The initial slavers band was attacked and the slaves are recaptured and transfered further. You track them down and eventually you discover that their final destination is in the fabled city. You find that city to rescue your family. your friends, your countrymen. That is an understandable motives. nothing fancy.

Keep it simple, and understandable.

Sounds like a nice premise. Reminds me of Sid Meier's Pirates. You won't mind if I rip off your idea and not give you credit for it right? :smug:
 

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