SymbolicFrank
Magister
- Joined
- Mar 24, 2010
- Messages
- 1,668
I would like to know.
When I think of a Story RPG, I think of a lot of hand-crafted quests. Items are there to make them possible and interesting, and as rewards. Even leveling up and the perks you get should be quest rewards, or at least determined by which quests you took and how you resolved them.
No "Good" or "Bad" crap. Just people who help you because you helped them. Fame should always be positive.
To do that, we need an interesting background. And we need an overall goal, or main quest. But there shouldn't be any "main quest quests". There's a goal, and it's up to you how you approach it. There might even be multiple goals, and failure modes.
Like, I would want the protagonist to have many options, that he should control and use wisely.
For example, give him ever-increasing destructive power, but send the police and bounty hunters after him if he uses it often. And the whole army if he keeps on doing it. Mind you, by then he would have the power to win, but he won't be able to finish the game when most of the planet is a smoking ruin.
Or, give him exceptional charisma and political skills. He will be pushed into running for CEO/major/president by many people, and the media will follow him. Even a slightly "naughty" deed can have large consequences, and there is intrigue, with consequences, everywhere.
Or, make him have exceptional stealth. And no companions, probably, because he has to leave them behind whenever he wants to use it.
Or, a tool user that specializes in artifacts. He will not only get totally different opportunities, because people tell and ask him about artifacts and their location, but he would be the only one that can actually use them. And artifacts are powerful, but do have drawbacks.
Or, a financial genius would be able to find teachers and equipment everywhere, but few level-ups or perks.
Etc. No playthrough would be the same. The overall goal would be, but even if you finished that, it would be a totally different story every time.
But I might be wrong about it.
When I think of a Story RPG, I think of a lot of hand-crafted quests. Items are there to make them possible and interesting, and as rewards. Even leveling up and the perks you get should be quest rewards, or at least determined by which quests you took and how you resolved them.
No "Good" or "Bad" crap. Just people who help you because you helped them. Fame should always be positive.
To do that, we need an interesting background. And we need an overall goal, or main quest. But there shouldn't be any "main quest quests". There's a goal, and it's up to you how you approach it. There might even be multiple goals, and failure modes.
Like, I would want the protagonist to have many options, that he should control and use wisely.
For example, give him ever-increasing destructive power, but send the police and bounty hunters after him if he uses it often. And the whole army if he keeps on doing it. Mind you, by then he would have the power to win, but he won't be able to finish the game when most of the planet is a smoking ruin.
Or, give him exceptional charisma and political skills. He will be pushed into running for CEO/major/president by many people, and the media will follow him. Even a slightly "naughty" deed can have large consequences, and there is intrigue, with consequences, everywhere.
Or, make him have exceptional stealth. And no companions, probably, because he has to leave them behind whenever he wants to use it.
Or, a tool user that specializes in artifacts. He will not only get totally different opportunities, because people tell and ask him about artifacts and their location, but he would be the only one that can actually use them. And artifacts are powerful, but do have drawbacks.
Or, a financial genius would be able to find teachers and equipment everywhere, but few level-ups or perks.
Etc. No playthrough would be the same. The overall goal would be, but even if you finished that, it would be a totally different story every time.
But I might be wrong about it.