socksuke_uchiha ([personal profile] socksuke_uchiha) wrote in [community profile] rpanons2020-05-12 07:47 pm

[moans]

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Re: GAME IDEAS

(Anonymous) 2020-05-18 06:20 pm (UTC)(link)
So I have an idea for a game, complete with a whole first "phase" of plot and I'd ideally want to map it out so that there's enough plot to engage with, a set timeline, but also the ability to include player development, plots and allow in-game changes through play. However this is the first time I'll be doing this and I'm working solo, so I'm not sure how to get it all down. So I have questions:

1. Would you join a game if you knew it had a specific end if in-game action didn't alter it like it's designed to. The end isn't specified (1 year, 2 years etc) because it just depends on growth, expansion and in game decisions made by characters. There's also a loose phase 2 that can be developed if the game is successful.

2. Is the idea of unlockable plot fun? I have some specific "quest" like ideas that are milestones characters would need to reach IC in order to expand the plot (tying to 1, it changes the length of this first phase of the game) and unlock areas, NPCs and more plot chapters.

Loose example: An NPC shows up and characters have to do something for that NPC in order for the NPC to give them access to an area of space that will have IC rewards. It's more detailed than that in my planning document but I stopped working on it because I wasn't sure it was fun to begin with..

3. I'm worried about working solo with it but I've also heard mixed reviews on anon vs non-anon games. I'm leaning to do this anon just because on the offchance it fails, I've seen some really mean things said about games/mods in the past. But if I wanted to bring people into this as help with plotting and general stuff, that makes that difficult too. Thoughts, ideas or suggestions?

SA

(Anonymous) 2020-05-18 06:23 pm (UTC)(link)
To give a better example of 2 I have my game plot designed to start without a network due to the setting. However with enough IC action it can unlock plot clues and access to some items that would facilitate creating a network, provided characters apply themselves. Is that also a deal breaker, starting without a network these days?

DA

(Anonymous) 2020-05-19 02:46 pm (UTC)(link)
The one thing I'll say anon, based on the fact that you're looking at a slightly more complex plot and you'll be solo-ing it, you may want to consider a character cap, and keep it on the low end so you can manage this easily. Maybe do a soft opening of even fewer people and the expand outwards.

Good luck!

Re: DA

(Anonymous) 2020-05-23 03:42 am (UTC)(link)
Good points I'll keep in mind! I was thinking of also running a demo version to test out how I'd work plot unlocks, development, etc before officially opening so it wouldn't crash and burn but I'm not sure how that rolls in RP these days. Do you think people would have any interest in a temporary game to test those mechanics?

Re: GAME IDEAS

(Anonymous) 2020-05-21 01:20 am (UTC)(link)
I'm not sure what you mean by part 1, could you clarify?

Re: 2, unlockable plot is a lot of fun to me but you've GOT to be flexible about the unlocks and good at communicating expectations with your players. I was in a game where plot and map areas were unlocked via puzzles - which was a cool, fun mechanic, but the mods were very rigid about the puzzle solutions being exactly what they had in mind, which lead to months of no plot progression on a regular basis.

Anon mods don't bother me at all and I wouldn't blame you.

Re: GAME IDEAS

(Anonymous) 2020-05-23 03:41 am (UTC)(link)
For 1: What I've heard is the bane of most games is that they drag on without a purpose for too long, so this game would have a potential planned from the start ending (Phase 1) that could conclude it if it needed to but if it did somehow take off, there'd be the potential to write a 'second season' with some purposely open ended plot points.

Re: GAME IDEAS

(Anonymous) 2020-05-24 01:35 am (UTC)(link)
Unlockable plot can be fun, but you really, really need to have multiple potential unlock conditions in order for it to actually be fun and not intensely frustrating for both you and your players.

For example, having an NPC as one of several ways to unlock an area is fine. Hell, having the NPC as the easy way to unlock the area and other methods being more difficult/dangerous to the characters is fine. Maybe the NPC will take them right there and grant them safe passage, but a stealthy character could possible get in and disable traps, or a magically inclined character could with intense study come up with a spell to teleport a party in, or the inevitable brute squad could fight their way through with heavy losses.

Designing unlockable areas with multiple possible keys means 1) players don't have to struggle with figuring out the one right way you want them to do things, and 2) have options if something leaves them cold, or wouldn't be remotely IC.