(ok, talking to rotonen, which became weird at the end, and reading the forum about this, I thought posting this might help. Bold text can be used to add comments, and extra options could be added.) |
m (I shouldn't type stuff at impossible hours. Ok, this sets us up da bomb!) |
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**A) There is no future, anything might happen. | **A) There is no future, anything might happen. | ||
**B) Events are occuring, players decide which way they go. | **B) Events are occuring, players decide which way they go. | ||
**C) Something terrible will happen, players will live in a | **C) Something terrible will happen, players will live in a world that's changing, rappidly, and only they can turn back the tide. | ||
**D) The future is ordered, the players are adding | **D) The future is ordered, the players are adding order and building-up communities. | ||
*10: Secrets. | *10: Secrets. | ||
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**E) The story is known. It is full of wisdom to help you in the present and future. | **E) The story is known. It is full of wisdom to help you in the present and future. | ||
With this set up a nigh on infinite amount of stories can be created. | |||
=== Level 1 === | === Level 1 === |
Latest revision as of 04:51, 28 June 2005
Putting version of background story here.
The last thing I read on the forum post was something along the lines of: 'try to reach agreement, many things in the world are based on the story as is already written'.
I think this is bad: the story should be flexible enough and tweakable enough that you can add or a remove a temple. This is also important for evolutions of maps. You may start with a city, only to find, after many hours of game playing, that the layout might want changing. Having things like directions are therefore a no-no. It shouldn't be 'the temple between the alchemist guild and warrior's guild', it should either be 'temple in forest near town (could be on fringes or in a forest nearby, this is tweakable)' or 'temple in guild quarters' (but that limits guilds to be put in one quarter).
Ok, with that in mind lets make a framework.
If you want to add commentary, I would suggest, for now, putting in right in the text with the following format:
Once upon a time, a long time ago (Not very original,--Momotaro 21:09, 27 Jun 2005 (PDT)) notice the use of the timestamp, so people know who to discuss it with, and boldness to mark it as not part of the text.
Framework of the background story
Level 0
- 1: The creation of the world
- A) There was a beginning, created by some force or being.
- B) There was a moment in an an eternity, and something started, or began again.
- 2: After the creation: The story of the ancients.
- A) There were divine ancients.
- B) Mundane creatures achieved divine capabilities.
- 3: The age of the ancients: what they did.
- A) They were great, and achieved amazing things.
- B) They were vile and spread fear and terror.
- 4: The age of the ancients: how they lived.
- A) It was all about conficts.
- B) It was all about peace and harmony.
- C) It was all about a purpose.
- 5: The end of the age. (more than one option may be the case)
- A) It was a disaster.
- B) It was betrayal.
- C) It was evolution/death/tranformation.
- D) It hasn't ended, the 'end' is a scam, a lie.
- E) It was a fatal war.
- 6: After the end of the ancient age.
- A) Other creatures, than ancients, rise to dominant positions.
- B) Chaos reigns supreme
- C) The world remains in suspense (of something that has yet to happen)
- D) A new ancient power rises, repeat steps 2 to 6 until 6D is no longer choosen. (aka: insert an, or two, age here!)
- 7: The present (more than one choice possible).
- A) An event just happened. (someone died/kidnapped, commet crashed, monsters start appearing, etc...)
- B) The world is at war/chaos is reigning.
- C) A tense situation exists.
- D) A prophecy is about to come out.
- E) It is time for something (terribe) to start happening.
- 8: How the past links to the present (more than one is possible).
- A) Something from the past is causing the now.
- B) Something from the past is resurging/awakening.
- C) The present has a new threat but the solution to this treat lies in (knowledge from) the past.
- D) The present is a new opportunity to change the past. (a past that probably needs a new direction)
- E) The past merely defines the cultural background. The present has no relation to the past.
- 9: The Future.
- A) There is no future, anything might happen.
- B) Events are occuring, players decide which way they go.
- C) Something terrible will happen, players will live in a world that's changing, rappidly, and only they can turn back the tide.
- D) The future is ordered, the players are adding order and building-up communities.
- 10: Secrets.
- A) The story is lost, only vague legends remain.
- B) The story is twisted, the truth will have to be discovered. (for this there are 2+ background stories, the true one, and the lie(s))
- C) The story leaves much treasure in the world, to be discovered.
- D) The story is known, but it's implications for the future are secret.
- E) The story is known. It is full of wisdom to help you in the present and future.
With this set up a nigh on infinite amount of stories can be created.
Level 1
Level 1 is a choice from level 0. Ie, from this point onwards, the general layout must be decided upon.
(Here's a proposition:--Momotaro 21:09, 27 Jun 2005 (PDT):
1:B, 2:B, 3:A, 4:C, 5:B+D, 6:D -> 2:A, 3:B, 4:A, 5:A+E, 6:A, 7:A+C+E, 8:A+B+D, 9:B, 10:B+C, begin game.
)