History SoYouWantTo / WriteAWesternRPG

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.
13th Mar '16 7:32:27 AM Koveras
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If your party members are to have more than [[AttackDrone passive]] [[PlayerMooks personalities]], showcase their CharacterDevelopment in interactions with the PlayerCharacter, each other and other [=NPCs=], whether via {{Dialogue Tree}}s, PartyBanter, or entire [[SidequestSidestory personal questlines]]. Be sure to [[http://www.makinggames.biz/features/developing-party-members,6845.html write out]] their reactions to key plot developments, to the PC's choices, and to each other's presence. If their personalities are to be revealed gradually, you can use RelationshipValues to determine whether they trust the PC enough to talk about personal issues. Rewards for gaining companions' trust can range from [[LevelUpAtIntimacy5 simple bonuses]] to character-exclusive side quests (including a RomanceSidequest). Losing trust may drive characters [[YouLoseAtZeroTrust out of the party]] (in which case, remember to avert SoLongAndThanksForAllTheGear). Speaking of characters leaving the party, you can employ TeamShuffleTropes in the course of the game to diversify party gameplay.

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If your party members are to have more than [[AttackDrone passive]] [[PlayerMooks personalities]], showcase their CharacterDevelopment in interactions with the PlayerCharacter, each other and other [=NPCs=], whether via {{Dialogue Tree}}s, PartyBanter, or entire [[CompanionSpecificSidequest personal]] [[SidequestSidestory personal questlines]]. Be sure to [[http://www.makinggames.biz/features/developing-party-members,6845.html write out]] their reactions to key plot developments, to the PC's choices, and to each other's presence. If their personalities are to be revealed gradually, you can use RelationshipValues to determine whether they trust the PC enough to talk about personal issues. Rewards for gaining companions' trust can range from [[LevelUpAtIntimacy5 simple bonuses]] to character-exclusive side quests (including a RomanceSidequest). Losing trust may drive characters [[YouLoseAtZeroTrust out of the party]] (in which case, remember to avert SoLongAndThanksForAllTheGear). Speaking of characters leaving the party, you can employ TeamShuffleTropes in the course of the game to diversify party gameplay.



* FetchQuest. This type is universally (and often deservedly) derided for being an IrrelevantSidequest for the sake of FakeLongevity, but a handful of straightforward fetch quests are OK to make a quick buck between larger missions, so [[TropesAreNotBad don't ignore them]]. You can also use "reverse-fetch quests" instead, where the player picks up random unique items in dungeons and must deliver them to someone in town.

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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 by [[GuideDangIt mistake]].
* FetchQuest. This type is universally (and often deservedly) derided for being an IrrelevantSidequest for the sake of FakeLongevity, but a handful of straightforward fetch quests are OK to make a quick buck between larger missions, so [[TropesAreNotBad don't ignore them]]. You can also use "reverse-fetch quests" instead, where the player picks up random unique items in dungeons and must deliver them to someone in town.town (where they were heading to, anyway).
30th Jan '16 2:51:21 PM Koveras
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%%* ''VideoGame/DiabloII'' is often cited as the TropeCodifier for isometric action [=RPGs=].



* [[http://www.indie-rpgs.com/articles/1/ GNS and Other Matters of Role-playing Theory]]: The Gamism-Narrativism-Simulationism theory of {{Tabletop RPG}}s.



%%* [[http://tilde-one.com/make.php Tilde-One's Game Design Articles]]: A blog examining the tropes and mechanics in [=RPGs=] (albeit mainly Eastern variety) from a designer's POV.
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