Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,035
Here is the original thread that Spazmo started. It deals with different starting locations and character motivations.
http://www.rpgcodex.com/phpBB/viewtopic.php?t=3017
I have a specific situation that I'd like to discuss. The story starts when your character acquires a certain item. The game is skill-based and focuses on one character. Originally your character, regardless of the skills, was supposed to get it by being in the wrong place at the right time (think of the ring at beginning of Arcanum), but it's too generic, and doesn't really explain what your character had been doing there in the first place.
Now, vignettes of course are a better way to go, but if I do it, I want to do it right. So, here are the skills that I have:
One handed melee, Two handed melee, Exotic melee, Ranged weapons, Critical strike, Armor, Dodge, Sneak, Disguise, Lockpick, Disarm, Steal, Spot, Persuasion, Streetwise, Etiquette, Lore, Trading, Repair, Healing.
So, 3 questions:
1. Should there be different ways to acquire the item? For example, a thief would steal it among other things, a bookworm would recognize it and buy it, a fighter working as a bodyguard would inherit it when his master is assassinated, an assassin would be sent to kill, etc
2. What is the best way to decide who your character is: assassin, fighter, librarian, knight? Should I make invisible classes just to start the game, so if you pick dagger, critical strike, sneak, and disguise, the game marks you as an assassin and send you to kill the item's owner instead of something else? Or should I make 4 basic vignettes: fighter, thief, charisma boy, and lore boy based on the highest skills? Or should I let a player pick his current occupation despite his skills (you study to become a loremaster and you work as an assassin to pay for your studies )?
3. Based on the original thread, you want more motivation for your character, something longer then 1 minute, and some little things here and there throughout the game to remind that you started it differently. Anything else?
Any thoughts?
http://www.rpgcodex.com/phpBB/viewtopic.php?t=3017
I have a specific situation that I'd like to discuss. The story starts when your character acquires a certain item. The game is skill-based and focuses on one character. Originally your character, regardless of the skills, was supposed to get it by being in the wrong place at the right time (think of the ring at beginning of Arcanum), but it's too generic, and doesn't really explain what your character had been doing there in the first place.
Now, vignettes of course are a better way to go, but if I do it, I want to do it right. So, here are the skills that I have:
One handed melee, Two handed melee, Exotic melee, Ranged weapons, Critical strike, Armor, Dodge, Sneak, Disguise, Lockpick, Disarm, Steal, Spot, Persuasion, Streetwise, Etiquette, Lore, Trading, Repair, Healing.
So, 3 questions:
1. Should there be different ways to acquire the item? For example, a thief would steal it among other things, a bookworm would recognize it and buy it, a fighter working as a bodyguard would inherit it when his master is assassinated, an assassin would be sent to kill, etc
2. What is the best way to decide who your character is: assassin, fighter, librarian, knight? Should I make invisible classes just to start the game, so if you pick dagger, critical strike, sneak, and disguise, the game marks you as an assassin and send you to kill the item's owner instead of something else? Or should I make 4 basic vignettes: fighter, thief, charisma boy, and lore boy based on the highest skills? Or should I let a player pick his current occupation despite his skills (you study to become a loremaster and you work as an assassin to pay for your studies )?
3. Based on the original thread, you want more motivation for your character, something longer then 1 minute, and some little things here and there throughout the game to remind that you started it differently. Anything else?
Any thoughts?