Idea of a good history for an RPG

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"A boy's family discovered of a very valuable secret of a kingdom. By an still unknown reason, they were discovered. After this, they attacked his family, violated his mom and tortured his father. Outraged, the boy run thru the camps to find someone to help and he found a red glowing gem in the ground. The gem said to him:
"You are going to prick me into your chest, and you will find your way..."
The boy thought it was a madness to think the stone was talking to him, and was not very attracted to the idea of pricking it to his chest, but the despair was big, and he felt more and more seducted by the gem's words, and raised it in his arm and deepened into the middle of his chest the stone. No blood was spilled, and the boy knew:
"My parents are going to die."
And did nothing against it, just ran, and like the fire in a sheet of paper, his doubt was desintegrated into ashes. He knew that the way he was running would do any good, but he didn't knew what he was doing. He saw a farmer at the edge of the fence and asked him to go to the windmill to help him, right next to the farm, and the guard did it. And as he arrived the windmill, he was shot by an arrow. The boy felt satisfaction and remorse at the same tim, he knew it would happen."
And this 'stone' makes him an evil prophet, escaping from himself. Everything he can predict, and this drown him in disillusionism. And his prophet councils, always make people suffer, but he never wanted this to happen.

I don't know what can happen next, this is the context...

The problem is thatthe story is too dramatic and detailed to represent in War3
 
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Level 9
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My suggestion is to loosen up on the plot, and to write a full outline first.

The idea is good at the red gem part...

I do not believe you should mention the farmer or guard in this it makes no sense to the previous plot sentences.

At the most you should run to a village or town and request help, perhaps they refuse or send away for additonal help and let the kid's parents die.

Now the boy has a motive for revenge.

I think at this point you have a marvelous opportunity for a very different & varied game.

You could have a dialog box open and ask the host to choose for the boy.

The boy can choose either to be a prophet of revenge, or a prophet of mercy.

This then sets the game mode, if he chooses to be a prophet of revenge, then the campaign is a Good Campaign with Good Characters fighting for an altruistic cause.

But...

If he chooses to be a prophet of mercy, then the campaign is an Evil Campaign with Evil Characters working towards the nefarious purpose of destroying the good prophet, and taking all the gold and loot for themselves.

Ultimately, such variety allows for dynamic game play as you could allow both good and evil characters to load up on either campaign and have the good characters automatically allied against the evil ones, however, to keep things fair, you can allow either evil or good characters to level up with either campaign if they are a good party just wants an evil bandit along who can open boxes and crack heads, that's their own responsibility.

To make things even more interesting, you can balance abilities to make the most powerful combination actually be a balanced party with good and bad characters in it.

You might also consider handing out morality points as quest rewards and penalties. An evil character receiving a good morality point might suffer a -1% to all skills. A good character receiving an evil morality point might suffer a -1% to all skills. Likewise a good or evil character who does what they do best gain +1% for good and evil deeds of their nature.

Therefore, an evil character could complete a good aligned quest and then murder a bunch of villagers in town and lose those negative good reputation points.
 
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