No tall men
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Rules:
Do not post pornographic or shocking images.
Do not share private entries, plurks, chat logs, etc.
Do not use this community as your social/political/hatespeech soapbox.
Do not be redundant. One page does not need three or more threads on one topic/theme.
Do not treat this comm like your personal Plurk or Twitter. Off-topic happens, but it should be open for discussion and not just a play-by-play of your life. No one cares.
CONCERNS | RESOURCES
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Re: GAME IDEAS
(Anonymous) 2014-07-31 10:31 pm (UTC)(link)It's a jamjar where characters are pulled from their own world into a new setting (so far I'm thinking something foresty, and they would live in treehouses! but that's just because i think that's cute and so I'm open to changing). Smack in the middle of the whole place is a huge citadel, and inside that citadel is nothing but room after room of locked doors. To unlock them, characters have to solve riddles or follow instructions that are written on each door. Some would be on the easy side (i.e. a character who knows water magic has to blast some of their water at the door, and it will open), and some would be harder (i.e. requiring several steps, usually with more emphasis on team work). Each time a door is unlocked, characters would get a reward of some kind (small or large, depending on how hard the door was to unlock). Usually the entire setting would get the reward, I think (it could be something communal for everybody to use, like a new building, or it could be that everybody gets an item from home or something like that). The setting and amenities would be very basic at first, so characters would have incentive to unlock the doors because they'd be earning stuff with each unlock. There might be some rewards that would be repeated (items from home would be a good candidate for this), but for the most part, each door would give a unique prize.
Overall the game would be adventure- and puzzle-based, and the tone would be on the lighter side (unlocking doors would always give characters good things, there'd be no NPC enemies trying to stop them or screw with them, etc.). Villains and darker characters would be fine, though, so it wouldn't be forced lightheartedness; players would just have to create the darker plots themselves.