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1  General Category / Meetings / Re: Replacement meeting for Sunday, 8th of May? (Mother's day) on: May 07, 2011, 03:23:30 PM
Gahh...sorry about missing the meeting, I've had a bit of a crisis pile-up with my family.


I can work with Tuesday or Wednesday evening; just let me know.
2  Development / Mechanics / Re: Combat / World / Map thoughts on: April 19, 2011, 11:27:45 AM
Finally, I'm afraid that after coming back from this learning I will find the project happening in  France and Switzerland, with only PC being normal guy, and all around being crazy. Kids shooting to sheep, cannibalism everywhere, human fat used to make soap, nazi camps operating again, pagans with antlers all over, mutants and all this childish gore stuff, as both our beloved writers seem to like more than any sincere story. And no single line of speech more in the demo.


Hey, Q - this probably isn't the place to discuss this, and it's off-topic, so maybe we can chat about it on IRC or via PM, but just to quickly say; I'm a bit shocked to read this jab from you. I think Rowan and I (hopefully he won't mind me speaking for him as well here) have made it pretty clear that every single writing concept that's come up so far has been pure brainstorming; that's why they've been discussed here on the forums and elsewhere, and that's why everything that's been written up is nothing more than a 'proposal', to be agreed upon by all of us, as a team, whether we keep it or discard it.

Some of the ideas both of us have come up with are outlandish - probably too outlandish for the tone of the game - but that's how we get the tone right, by trial and error. And we certainly wouldn't have the arrogance to insist on any story element or changes without making sure everyone was happy with it. It's all just ideas, suggestions, and sketches, and it's possible that I've completely misjudged your tone here, but if you dislike some of the concepts, I'd really much rather you brought them up in the relevant threads or in IRC so we can discuss them as team-members; making a sarcastic third-party commentary on our work in an unrelated thread isn't helpful, and it isn't respectful. If there's an issue - let's talk about it.

As to writing in the demo - I'm sure we can transfer our energies towards getting quest content/dialogue together if that's the current aim.




3  Development / Writing and Quests / Re: More Writing-Based Ramblings. Oh, Good, Just What You Wanted? on: April 18, 2011, 03:54:50 PM
http://wiki.parpg.net/Gunnar

Another NPC concept. Because we need more cannibalism.

Mid-sketching out a 'large faction conflict' as a first act anchor.
4  Development / Writing and Quests / Re: More Writing-Based Ramblings. Oh, Good, Just What You Wanted? on: April 11, 2011, 07:37:45 PM
Inspiration strikes! Not sure about the name. Looking for something ironically childish and Pippi Longstocking-esque.


http://wiki.parpg.net/Heli
5  Development / Writing and Quests / Re: The Aland Swamps on: April 04, 2011, 04:46:50 PM
I won't even pretend to know whether or not it's 'realistic', but in story terms an unfrozen delta would be a nice change of location. A few years back, I tried to come up with a story that had a primitive tribe living almost semi-aquatically, fitting their sleeping patterns to the rise and fall of the tides. Obviously with the chill of the water, that wouldn't be appropriate here, but still - it's a very evocative setting.
6  Development / Writing and Quests / Helgoland (End Game) on: March 15, 2011, 12:56:48 PM
http://wiki.parpg.net/Heligoland_(Endgame)

Just some thoughts on how we might end the game, y'all.
7  Development / Writing and Quests / Writing To Do List (For The Immediate Future) on: March 04, 2011, 09:47:40 PM
Please do chip in if you think there are any priorities I've missed out or you think some of these shouldn't be looked at yet for whatever reason!

*

(Acts are placed here just to give this plan some structure.  Obviously they won't be explicitly in the game and any 'act' could theoretically be passed over quickly by beating the 'soft' boundaries.)
 
Origins.
 
4, 5, 6? Starting places to give the player a sense of identity, some gameplay introduction - and an introduction, in varying ways, to the themes of the game and the perception that the world may be freezing and heading south is required.
So far, we have the possibilities of Oldster (Civilised, Tribal, Lone Wolf) and New Blood (Townie, Tribal, Wild) - the two sets of three are roughly parallel to one another, so we'd want to make sure we can give each one its distinct identity. Each, in its own way, needs to end by gently/roughly chivvying the player to go south.
 
Immediate priorities:
 
1) Pin down exactly what we want these origins to be - whether they should be lengthy and detailed or relatively minimalist.
2) Picking the exact nature of each background - and, if we're happy with detailed ones, we start to flesh them out.
 
Act 1. Scandinavia
 
Getting the player from the north of the map to the Baltic. En route we want them to get a strong impression of the severity of the increasing cold - even the idea that this may be a coming Ice Age. And, perhaps, meeting a couple of people who spread rumours about scientists, far to the south...and presumably, we want to set up a situation where the player has to meet certain 'soft' targets to cross the Baltic.
 
Immediate priorities:
 
1) Figure out a major meta-quest (or two) between factions to add weight to the act.
2) Keep coming up with smaller locations and factions
3) Decide how we want to deal with the Baltic crossing - should this be a choke-point of sorts, with only a few major routes south?
 
Act 2 (Act-ette) Crossing the Baltic
 
Do we want this to be a major-ish portion of the game - as with the 'floating city/boats' faction I suggested? Or do we even want this to exist at all? Do we simply want to get the player on a boat, and then have the area switch to the northern coasts of central Europe?
 
Act 3. Europe
 
The culmination of man's humanity to man, chaos, savagery, brutality and horror - and , at the heart of all of this, the discovery of a cadre of scientists who the player (wrongly) believes have found a way to turn back the oncoming Ice Age...
 
Immediate priorities:
 
1) A major meta-quest that leads to despair, ruination, corrupting influence of power, etc. Rowanas' idea?
2) More locations, more factions, more everything.
3) Pinning down the scientist group. Seeing as they'll really only come into it so late into the game, we want them to be memorable. Damn memorable.
 
*
 
Secondary priorities: NPCs, quests, other things that can be thought up now but which really, in 60% of cases, should wait until we're certain of the factions and their relations to one another. Miscellaneous fluff is handy as well.
 
*
 
Once we've got the primary priorities down pat...
 
1) Have a big old writing meeting in which we go through our banks of factions/locations, deciding what should be included and what should be discarded. The stuff that stays becomes canon.
2) Everything that stays gets detailed - quests and NPCs, within the factions/locations and without, become primary priorities.
3) Creation of a detailed timeline, incorporating the history of every faction and location, as well as a map showing locations, faction territories, etc. Essentially, we want to aim towards a fluff canon bible that will clarify the setting for all of us and greatly aid any writers/artists/designers who may join a little later in the process. If it'd be possible to run a P & P session in the world we've created, then we'll be on the right track.
 
 
 
8  Development / Writing and Quests / Re: More Writing-Based Ramblings. Oh, Good, Just What You Wanted? on: March 03, 2011, 09:32:31 AM
Hm, my major reason for trying to work copper in was that, hell, there really was a copper mine there in that top corner of our map...but I think it does come out feeling like a stretch. Hell, we can just as easily work in miserable slaves for something less recyclable. Fuel, really.
9  Development / Writing and Quests / Re: More Writing-Based Ramblings. Oh, Good, Just What You Wanted? on: March 02, 2011, 03:16:30 PM
Now - a copper mine and the prisoners who work it. Could be a cool origin location. Only problem that troubles me is the issue of just how useful copper would be...

http://wiki.parpg.net/Roros
10  General Category / Introduce yourself / Re: Hello. Interested in writing for PARPG on: March 02, 2011, 03:08:16 PM
Hey, Bryce - nice to meet you, hopefully we'll be seeing a lot more of you!
11  Development / Writing and Quests / Re: More Writing-Based Ramblings. Oh, Good, Just What You Wanted? on: March 01, 2011, 11:14:32 AM
Bit o' both, I suppose. But mainly a primitive, fraternal religion, as led by the Priest, who loves the birds, was what I was going for. I stuck the gulls in to avoid the whole 'why don't they just eat the crows' thing?

But yup, I was playing on a dirty little Odin/raven thing - also the myth of Procrustes, which I've always loved.
12  Development / Writing and Quests / Re: More Writing-Based Ramblings. Oh, Good, Just What You Wanted? on: February 28, 2011, 04:35:22 PM
Fair points all. I'll try and catch you when you're not completely overwhelmed by work to chat about them.

Today's location update - a gothic cannibal location in a beautiful Swedish castle by a lake. And there are crows. Just because.

http://wiki.parpg.net/Gripsholm
13  Development / Writing and Quests / Re: More Writing-Based Ramblings. Oh, Good, Just What You Wanted? on: February 23, 2011, 03:05:18 PM
More! Because the Bob never tires; only the people who are forced to read his drivel.

http://wiki.parpg.net/Lyngdal
14  Development / Writing and Quests / Re: WWIII backstory on: February 23, 2011, 03:04:19 PM
Well, it seems rather excessive to try and squeeze two unrelated cataclysmic events into one game's backstory in order to cause a third. If it's the only way, of course, then it's the only way...
15  Development / Writing and Quests / Re: More Writing-Based Ramblings. Oh, Good, Just What You Wanted? on: February 15, 2011, 02:11:32 PM
We may have to agree to disagree on that one, mon ami. I take the point about the pagan folk needing a certain edge and nuance that they currently lack, but I definitely, definitely don't think that it's a good idea to force a Christian organisation to have a major 'twist' - it's going to have to have archetypal elements, because it's meant to be a realistic continuation of the existing, real-life religion. As I have (frequently now!) moaned before, you find the interesting stuff in the details, characters and internal politics of a faction, not in it having a wacky or extreme philosophy. You could describe the NCR as being 'just a bunch of soldiers', for example. Which is true, but that realistic (dull?) set-up allows for endless nuance.

...but I'm being a gwumpy baby stamping his foot.  Let's have a spirited chat about this on IRC at some point.
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