Sir_Brennus said:
Second - You are tired of story driven rpg? Well, I'm bored of fuckers who think that non-linear gameplay is able to tell a good and coherent story, or a story at all. Look at Gothic3 - it has virtually no story and the Nameless Hero is not a character I care for. Look at Fallout (albeit a great game) - the story is minimal and I did only care for one NPC I worked with. Have you ever played a p&p game? There is a reason VtM was called a "story-telling-game" once...
Actually there is a difference between creating story and getting lead along by the DM's story.
Story can be done a lot of ways but fighting from cutscene to cutscene for "story" is pretty weak. Stories are about theme and premise. Designers give a standard save the world story, story shouldn't be weather the world will be saved or not but what it costs the characters and what decisions they make. JRPGs are able to just force your character to make decisions and sacrifice, a few Bioware games were able to at least have two path problem solving in areas.
The end of BG2 is a pretty good example, you are going to fight the bad guy but what do you give up between two options. Players probably thought more about those choices then the rest of the game put together, it brought story into gameplay. Doing things for free or for money isn't much of a choice.
This article is pretty complex but describes the theory.
Narrativism: Story Now
Most CRPGs are just simulating the genre story themes. Scripted events play out similar scenes from fantasy novels.
To get some story creation the game design would be designed to generate or script through Bangs:
GET TO THE BANGS!
Bangs are those moments when the characters realize they have a problem right now and have to get moving to deal with it. It can be as simple as a hellacious demon crashing through the skylight and attacking the characters or as subtle as the voice of the long-dead murder victim answering when they call the number they found in the new murder victim's pockets.
... It is the GM's job to present and, for lack of a better word, drive Bangs, in the sense of driving a nail or driving something home. In narrative terms, Bangs tend to come as one of the following: [list follows with details; to summarize: crisis to crisis, twist to twist, link to link, locale to locale - RE]
Ultimately, all of these elements provided by the GM are the same thing: a means for moving from decision to decision on the part of the players. Bangs are always about player-character responses.
This is why Bangs are not represented by many of the fight scenes or clues in traditional role-playing. Throwing mad hyenas at the player-characters is not a Bang if the only result of the fight is to wander into the next room. Nor is a clue a Bang at all if all it does is show where the next clue may be found. A real Bang gives the player options and requires his or her decision about how to handle it, which in turn reveals and develops the player-character as a hero.
A game design I would like to see would involve enough scripting to generate or just ear mark Bang events such as "challenge to sacrifice yourself", "outcome for love", "outcome for greed", "outcome for duty", etc...
First the player would design the player by setting passions, destiny, and maybe anti-destiny. Similar to
Riddle of Story.
So the game then generates or the designers script a scene like a town is faced with a dragon from the mountain.
The difference is that the setup of the challenge is based on the character. If the character is a knight they get sent as a duty, if a thief they go for greed. The important point is that at least two or more outcomes fire at once. So the knight is courting a lady in the town and if he leaves she mite marry his friend, the thief is offered more money if he betrays his friends on the trip there.
Both outcomes would have tangible effects. So the knight mite escape with his girl but the town does get burned down. Real choices are foregone options.
The passions that the player picks aren't abstractions but (along with the ROS system) give tangible benefits. A character that fights for honor gets dice bonuses when he is fighting for such and he levels up by fighting or honor or his other passions, driving players in the same direction as the character. This also has the benefit of starting new characters instead of loading and trying all the paths with one.
Destinies could be the most interesting idea IMO. The fact that Sauron is going to be defeated isn't in question in LOTR, Conan isn't going to die at the start because he is destined to wear the Jeweled Crown. Letting players choose destiny is declaring the end game scenario and a personal goal to work towards, the main story could tie with the player becoming a king, finding a soul mate, sailing to the new continent, or being the richest guy in the world. This also lets designers sneak in multiple solutions while calling them different game modes, because players are much more likely to try and play all "campaign scenarios" then look for other stuff; you could even make some unlockable so all the casual gamers play them all and you get praised for 100s of hours of gameplay.
Anti-Destiny could also be awesome. This can add tragedy for NPCs or provide tragedy or challenging endings for players. "Be betrayed by a friend", "Killed by a lover", "Losing a loved one", "Being forgotten by history", "Sacrificing yourself for others", "Go insane", etc... This provides a draw that pulls the character towards tragedy and gives bonuses to the opposition at the end. It could be countered with a great enough effort thou.
JRPGs are linear and static but can provide large scale events by telling one story per world (D&D won't let a campaign world get shattered), and provide tragedy events. Aerie dieing could be randomly generated as leaving the party to try and save things and being killed by the Sep guy, but there would be a slight chance for survival (maybe by cashing in your own destiny for enough dice bonuses).