History SoYouWantTo / WriteAWesternRPG

19th Feb '17 12:49:34 AM Koveras
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To paraphrase the [[http://www.indie-rpgs.com/articles/1/ GNS theory]], an RPG needs five key components:

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To paraphrase the [[http://www.indie-rpgs.com/articles/1/ [[Website/TheForge GNS theory]], an RPG needs five key components:
12th Feb '17 8:10:34 AM Gosicrystal
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Lastly, instead OpeningTheSandbox all at once, you may do so incrementally by giving the players access to a small part of the game world (e.g. the FirstTown and its side quests) at first and making them complete a [[DiscOneFinalBoss story mission]] before they can visit other regions. The initial region [[DoomedHometown may]] or may not be LostForever afterwards.

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Lastly, instead OpeningTheSandbox all at once, you may do so incrementally by giving the players access to a small part of the game world (e.g. the FirstTown and its side quests) at first and making them complete a [[DiscOneFinalBoss story mission]] before they can visit other regions. The initial region [[DoomedHometown may]] or may not be LostForever [[PermanentlyMissableContent inaccessible]] afterwards.



* CompanionSpecificSidequest: The main vehicle to introduce {{Character Arc}}s for [=NPCs=], and pretty much a must in a modern party-based RPG with predefined companions. Rewards upon completion can range from XP to new abilities and gear for the specific concerned companions. Do make sure that such questlines are not LostForever by [[GuideDangIt mistake]].

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* CompanionSpecificSidequest: The main vehicle to introduce {{Character Arc}}s for [=NPCs=], and pretty much a must in a modern party-based RPG with predefined companions. Rewards upon completion can range from XP to new abilities and gear for the specific concerned companions. Do make sure that such questlines are not LostForever {{Permanently Missable|Content}} by [[GuideDangIt mistake]].



* TimedMission. Don't have any side quests [[LostForever "expire"]] after a certain time or main quest events unless the story specifically demands it and makes it clear before the player triggers said events (e.g. any assignments in the DoomedHometown not finished before leaving it will obviously remain so forever).

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* TimedMission. Don't have any side quests [[LostForever [[PermanentlyMissableContent "expire"]] after a certain time or main quest events unless the story specifically demands it and makes it clear before the player triggers said events (e.g. any assignments in the DoomedHometown not finished before leaving it will obviously remain so forever).



* [[ConvenientQuesting Linear Progression]] lets the players visit multiple town and dungeon levels (separated [[TheQuest geographically]], [[RemixedLevel chronologically]], or both) in a linear succession, knowing that once they leave the current area, all of its unfinished content will be LostForever. A less {{railroading}} game may instead be split into chapters, wherein the players can {{backtrack|ing}} to the start or explore accessible levels in any order--but can never go back to the previous chapter. This form lends itself best to narrative-heavy [=RPGs=] and dungeon crawlers.

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* [[ConvenientQuesting Linear Progression]] lets the players visit multiple town and dungeon levels (separated [[TheQuest geographically]], [[RemixedLevel chronologically]], or both) in a linear succession, knowing that once they leave the current area, all of its unfinished content will be LostForever.[[PermanentlyMissableContent lost]]. A less {{railroading}} game may instead be split into chapters, wherein the players can {{backtrack|ing}} to the start or explore accessible levels in any order--but can never go back to the previous chapter. This form lends itself best to narrative-heavy [=RPGs=] and dungeon crawlers.



One last note on the PetPeeveTrope of so many RPG players: SoLongAndThanksForAllTheGear. [=RPGs=] are very much gatherer instinct-driven, so there is nothing more frustrating than AI followers leaving for plot reasons with all the rare items you gave them. In best case, it means reloading the last save; in the worst, the items are LostForever. So please, whenever characters leave the party, make sure that all the items that are not restricted to them are returned to the player (even if that doesn't make sense in-story). Also, let the players know in advance that they'll keep the gear, so they don't freak out. And, in a similar vein, never initiate post-battle cutscenes before the players can loot the enemy.

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One last note on the PetPeeveTrope of so many RPG players: SoLongAndThanksForAllTheGear. [=RPGs=] are very much gatherer instinct-driven, so there is nothing more frustrating than AI followers leaving for plot reasons with all the rare items you gave them. In the best case, it means reloading the last save; in the worst, the items are LostForever.[[PermanentlyMissableContent lost for good]]. So please, whenever characters leave the party, make sure that all the items that are not restricted to them are returned to the player (even if that doesn't make sense in-story). Also, let the players know in advance that they'll keep the gear, so they don't freak out. And, in a similar vein, never initiate post-battle cutscenes before the players can loot the enemy.
21st Nov '16 5:39:38 AM Ramidel
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* ''VideoGame/DeusEx'' and ''VideoGame/VampireTheMasqueradeBloodlines'' are great examples of a well-balanced CombatDiplomacyStealth triangle.

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* ''VideoGame/DeusEx'' and ''VideoGame/VampireTheMasqueradeBloodlines'' are is a great examples example of a well-balanced CombatDiplomacyStealth triangle.




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* ''VideoGame/VampireTheMasqueradeBloodlines'' is an example of how an excellent CombatDiplomacyStealth triangle can be counterproductive, as the mandatory [[BossFight Boss Fights]] at the end of the game will murder characters who specialized in noncombat skills.
14th Oct '16 3:38:32 PM nombretomado
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* ''WebVideo/ExtraCredits''[='=] "[[https://www.youtube.com/watch?v=uepAJ-rqJKA Aesthetics of Play]]" and "[[https://www.youtube.com/watch?v=l_rvM6hubs8 Western &]] [[https://www.youtube.com/watch?v=v8aiEsIW9IM Japanese]] [[https://www.youtube.com/watch?v=Cmkdoz5LjdE RPGs]]": An analysis of why people play Western (and Eastern) [=RPGs=].

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* ''WebVideo/ExtraCredits''[='=] ''WebAnimation/ExtraCredits''[='=] "[[https://www.youtube.com/watch?v=uepAJ-rqJKA Aesthetics of Play]]" and "[[https://www.youtube.com/watch?v=l_rvM6hubs8 Western &]] [[https://www.youtube.com/watch?v=v8aiEsIW9IM Japanese]] [[https://www.youtube.com/watch?v=Cmkdoz5LjdE RPGs]]": An analysis of why people play Western (and Eastern) [=RPGs=].
30th Sep '16 2:51:50 AM Koveras
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* [[http://www.engadget.com/about/editors/rowan-kaiser/ Rowan Kaiser's column at Engadget (formerly at Joystiq)]]: A collection of articles on the theory and history of the WesternRPG genre.

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* [[http://www.[[https://www.engadget.com/about/editors/rowan-kaiser/ com/tag/rowan-kaiser/ Rowan Kaiser's column at Engadget (formerly at Joystiq)]]: A collection of articles on the theory and history of the WesternRPG genre.
29th Sep '16 7:45:12 AM Koveras
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* ''VideoGame/DragonAgeII'' suffered from extremely lazy level design, from CutAndPasteEnvironments to endless {{Teleporting Keycard Squad}}s, which couldn't be offset even by a novel storyline.

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* ''VideoGame/DragonAgeII'' suffered from extremely lazy level design, from CutAndPasteEnvironments to endless {{Teleporting Keycard Squad}}s, which couldn't be offset even by a [[http://www.gamasutra.com/view/news/264322/Opinion_Why_did_Dragon_Age_II_leave_some_fans_so_cold.php novel storyline.storyline]].
26th Sep '16 3:01:38 AM Koveras
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* Philosophical Endings. These games explore a particular philosophical question or dilemma throughout their plot (see Suggested Themes and Aesops) and, in the end, ask the players to take a stand on it in light of everything they've seen and heard so far. It may overlap with Faction Endings, if the factions represent opposed views on the topic of the game.

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* Philosophical Endings.PhilosophicalChoiceEndings. These games explore a particular philosophical question or dilemma throughout their plot (see Suggested Themes and Aesops) and, in the end, ask the players to take a stand on it in light of everything they've seen and heard so far. It may overlap with Faction Endings, if the factions represent opposed views on the topic of the game.
12th Jul '16 5:51:02 AM Koveras
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Going by the [[http://www.indie-rpgs.com/articles/1/ GNS theory]], an RPG needs five key components:

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Going by To paraphrase the [[http://www.indie-rpgs.com/articles/1/ GNS theory]], an RPG needs five key components:



* '''Situation'''. This covers the driving {{Conflict}} of the story, as well as all necessary related tropes, primarily the [[TheAntagonist Antagonistic Force]] and TheQuest to stop/defeat it.

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* '''Situation'''. This A mesh of Character and Setting, this usually covers the driving {{Conflict}} of the story, as well as all necessary related tropes, primarily the [[TheAntagonist Antagonistic Force]] and TheQuest to stop/defeat it.it.
* '''System'''. The GameSystem, a ruleset by which the gameplay is ordered: how skill checks are made, how damage is calculated in combat, etc. Check out our guide on how to SoYouWantTo/WriteATabletopRPG for ideas.



* '''System'''. The GameSystem, a ruleset by which the gameplay is ordered: how skill checks are made, how damage is calculated in combat, etc. Check out our guide on how to SoYouWantTo/WriteATabletopRPG for ideas.

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* '''System'''. The GameSystem, a ruleset by which the gameplay is ordered: how skill checks are made, how damage is calculated in combat, etc. Check out our guide on how to SoYouWantTo/WriteATabletopRPG for ideas.
10th Jul '16 1:52:40 AM Koveras
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When deciding how many Big Bads your story will have, keep in mind that as its central characters (alongside the PC and their companions), each major Narrative Villain demands sufficient screentime for characterization--preferably [[ShowDontTell through actions rather than text]]. You do not want the driving force of your intricate plot to be a FlatCharacter, so it's better to have a few fully fleshed-out antagonists than a cavalcade of [[GiantSpaceFleaFromNowhere Giant Space Fleas from Nowhere]].

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When deciding how many Big Bads your story will have, keep in mind that as its central characters (alongside the PC and their companions), each major Narrative Villain demands sufficient screentime for characterization--preferably [[ShowDontTell through actions rather than text]]. You do not want the driving force of your intricate plot to be a FlatCharacter, so it's better to have a few fully fleshed-out antagonists than a cavalcade of [[GiantSpaceFleaFromNowhere Giant Space Fleas from Nowhere]].
Nowhere]]. Most importantly, though, a Narrative Villain must have a dynamic relationship with the player character that develops over the course of the plot, and a large number of villains will get in the way of that interaction.
28th May '16 11:50:19 AM Shishkahuben
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* Can a character [[SubsystemDamage target specific body parts]] of the enemies and vice versa? Which effects on the target a successful (critical) hit has then? The most common variation of this is the ability to [[BoomHeadshot hit an enemy's head]] (if they have one) ForMassiveDamage.

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* Can a character [[SubsystemDamage target specific body parts]] of the enemies and vice versa? Which effects on the target a successful (critical) hit has then? The most common variation of this is the ability to [[BoomHeadshot hit an enemy's head]] (if they have one) ForMassiveDamage.for massive damage.
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