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1  Development / Writing and Quests / Re: KB1PKL's Writing Ideas on: January 27, 2011, 02:40:40 PM
I'm thinking about different cults of all kinds crossing over and being totally misunderstood by post-war people. For example they will worhsip an altair consisting of a crucifix, superhero comic book(superman or his parody) and a picture of Paul McCartney. I have some quest ideas revolving around local religious group. I hope to write it down on weekend(spare time is a scarce resource lately).
2  Development / Writing and Quests / Re: More Writing-Based Ramblings. Oh, Good, Just What You Wanted? on: January 21, 2011, 10:20:16 PM
Do You think our starting location ideas can be merged?
3  Development / Writing and Quests / Re: KB1PKL's Writing Ideas on: January 21, 2011, 07:24:13 PM
I think religion would come to extremes: some people will overthrow it completely, some would become fanatics. Second group will be large enough to form a strong faction for sure.
4  Development / Writing and Quests / Re: Roach'es Writing Ideas on: January 21, 2011, 06:08:37 PM
I aim to make NPCs more than a chess piece, de-emphasising combat in favor of unique personality.

As Behtter is a thrill-seeker, he definitely likes to drink some hard stuff, so he will demand his share in any alcoholic beverage PC finds and pick it up himself(then refuse to part with it). Furthermore, he will try every drug given to him and immediately become addicted. He will aggresively ask for more and eventually go hostile if he can't get his fix.

Lotta is a fragile woman, so PC should take care of her as much as she can take care for his wounds, if she is to survive. Her psyche should be relieved(propably by dialog, alongside other methods), or she will fall into depression.

Regarding starting location and PC origin: It is important that PC must be a stranger in land he explores, as much as player will be. Player can't know less than his character as soon as the game starts. Easy and believable way to handle this is originating PC from north(not neccesarily far north, possibly few days of travel from starting location), and let player decide his exact background. Gameplay will start when the character is already on his trip for survival, as wave of cold made his homeland unhabitable.

I aim to make NPCs more than a chess piece, de-emphasising combat in favor of unique personality.

As Behtter is a thrill-seeker, he definitely likes to drink some hard stuff, so he will demand his share in any alcoholic beverage PC finds and pick it up himself(then refuse to part with it). Furthermore, he will try every drug given to him and immediately become addicted. He will aggresively ask for more and eventually go hostile if he can't get his fix.

Lotta is a fragile woman, so PC should take care of her as much as she can take care for his wounds, if she is to survive. Her psyche should be relieved(propably by dialog, alongside other methods), or she will fall into depression.

Regarding starting location and PC origin: It is important that PC must be a stranger in land he explores, as much as player will be. Player can't know less than his character as soon as the game starts. Easy and believable way to handle this is originating PC from north(not neccesarily far north, possibly few days of travel from starting location), and let player decide his exact background. Gameplay will start when the character is already on his trip for survival, as wave of cold made his homeland unhabitable.

Update:
Location and faction: Church of Argus

Araound four years ago a young traveler by the name of Aumont was lost in a snowstorm near Vuoggo. The situation was deperate- with nothing but white desert of snow around him, he was certain to freeze to death. But, as he claims, he was saved by a deity and chosen to be its prophet. A faint grey figure appeared in front of him, and led him to safety. After following the shape for several minutes snow collapsed below his feet and he fell into a building, and  took shelter in what happened to be a worn down warehouse. Inside he found sacred items like seeds, pictures, statues and most importantly- a sacred scripture. It was in very bad shape(it was propably ancient, after all), but he managed to decipher some of the holy text. Damaged cover read "ontac", and the book was know under that name from now on. Soon, traders on their way to Vuoggo stumbled upon newly uncovered entrance to the sacred place. They fed their future master and listened to his preaching. They've become his followers and formed Church Of Argus, transforming the warehouse in a temple.

Beliefs of the Church revolve around extraterrestial beings influencing humanity under the orders of the Universal Creator. Various cultural icons, both fictional and real, are believed to be saints because their depictions were found in the warehouse. Their main altair is composed of things like poster of The Beatles and Superman comic book, along with clay figurines and crucifix. If anyone old enough to remember the true meaning of these tries to make them realise the truth, they either take this as an evidence of their saints being ancient and powerful, or call it a blasphemy, and blasphemers shall be punished.

On the other hand, their religion endorses science, particularly radiocommunication, and the are already know exeperts in this field. They are prosperous due to frequent donations and garden they started in an improvised greenhouse in part of the church. To protect their sacred goods, they trained the art of war(conveniently, there were some martial arts manuals in the warehouse), and are armed pretty well. There are at least thirty people in the Church at all times, so it would be very hard to bring them down with anything less than a division.

In exchange of mass attending and donating anything useful they offer their indispensable knowledge and resources. They have collected and build an impressive collection of signal broadcasting and intercepting devices.

NPC: Aumont

Aumont is a tall, skinny, blond man in his mid twenties, dressed in handmade robes. His strenght is average, but he is highly intelligent and charsimatic. Despite his young age, he can is well versed enough to outtalk the oldest and the wisest. The only person who has a direct influence on him is Kimmo, who seeks to use his cult to tighten his control of Vuoggo, and control the church itself. He is not  necessarily the most peaceful of messiahs: if You visit him with older NPC foolish enough to oppose his cult by your side, he will get him executed on the spot without hestitation. If PC is not intelligent enough, he has no option to resist Aumonts influence. While Aumonts means are debatable, his belief is firm and honest.

Quest: Cast down the heretic!

If PC is expressing his support for the Church, Aumont may send him on a special errand. Old Ma Death(NPC by BobBobson), living and "working" in  Vuoggo, is a threat to his cause as she is an outspoken critic of their beliefs and sends potential followers to flush their brains beneath thick ice. He wants the job to be done quietly, as killing an old lady, even if her profession is highly controversial, isn't an example of good publicity. The situation can be resolved by ending her life, either properly or with a bang and a bath of blood(Aumont won't be pleased, and Kimmo will have to severe his ties with the church, or even commence an attack to please the society), letting on the secret(also resulting with animosity between followers and Vuogo), convincing Old Ma Death to flee(her death can be faked, so Aumont will still be pleased an will offer a reward. Old lady is not the best person in hitchhiking in snowstorm, so a dogsled transport should be arranged)or outtalking Aumont himself and evidencing that his god doesn't approve such actions.

If the church will meet it's end, player will lose a source of resources and knowledge(radiocommunication skills can be valuable in Radio Gaga plot), and whole area will suffer unpleasant changes. Many people will commit suicide(or give in to Old Ma Death), because their worldview collapsed.

Elaboration of Old Ma Death.

Her "buisness" started when she ended the suffering of her husband who lost his feet to frostbite and catched an infection. She claims the possesions of people who use her services, as she has no other means to sustain her living.
5  Development / Mechanics / Re: Currency AND/OR Basic unit of value measurement on: January 20, 2011, 01:35:30 AM
Looks good on paper, but would not adding "pennies" one by one to finally reach the hidden value be annoying?
6  Development / Writing and Quests / Roach'es Writing Ideas on: January 20, 2011, 01:30:31 AM
Location: Vuoggo

"By a stroke of luck, You manage to reach a small settlement before freezing to death like all of Your
tribe, who failed to escape cold wave impending from north."

The settlement consist of several pre-war huts and Sami tents, with one bigger building occupied by village elder and used for storing the most valuable goods. It seems their community is having hard times recently. Herding reindeers is not an easy task, and increasing cold makes trading difficult. If You wish to travel further, You will have to find some equipement and supplies first, as nothing survived Your recent trek.

This is "Radio Gaga" plotline starting location, inhabited by characters seen in Techdemo 1. I'm trying to keep it as simple as possible for now, so it may be universal starting lockation regardless of main story arc decisions. Bassicaly I've incorporated two brand new ideas: PCs origin and estabilishing Vuoggo settlers as herding community of mixed heritage, as I believe even a small farm won't be enough to earn their living, and I would like to see "tribes" and towns merged rather than opposed(as in Fallout).

NPC: Lotta

"You see a young, slender Sami woman.She looks gentle and caring."

Young woman of Sami descent living in Vuoggo. Not well built and lacking strenght, she isn't much use in work. This caused her to be abused as weak and worthless, although it is not apparent at first. On the other hand, she knows a lot in field of medicine, drawing both from Sami tradition and pre-war literature. Unfortunately, community is yet to learn the value of this knowledge. She is particularly mistreated by her "caretaker", Behtter, violent and not particularly thoughtful hunter. At first Lotte may seem a generic "healer" NPC, but player can eventually learn of the unpleasant situation through intensive dialogue(charismatic character) or by noticing the bruises on her face(perceptive character). Player is given an option to convience her to leave town with him(after equipment quest is completed), and get her out by sneaking under cover of night or either talking out or knocking out(killing him won't impress Lotta at all) Behtter. Lotta will join player as a companion, excelling in medicine and biology but useless in combat, as well as not very durable both in body and mind. She won't ever follow an evil or even neutral character- PC must be leaning to the "good" side to gain her trust.
If player rescues her, after some time whole Vuoggo will succumb to illness she qould easily treat if she was there.

NPC: Behtter

"You see a burly, angry looking Sami."

Though man living with Lotta. He spent his life on hunting and brawling with random people. He does not care about any knlowledge except knowing where and when to strike. All other things are just "magic" for him, a thing he would rather stay away from. He doesn't like his village, stating that it doesn't provide him with enough thrills. He can be convinced to join neutral or evil PC through speech or by winning a brawl. He is a formidable fighter, but doesn't have any special abilities. PC can not recruit both him and Lotta. Taking him will eventually lead to his role being taken by Dig, whom he fought with for the "rights" to Lotta for years. Later Dig may be killed for Behtter, causing Lotta to eventually die and doom Vuoggo altogether.

My goal was to make a twisted version of "damsel in distress" quest, whith no "good" ending. Someone will always suffer, but player can decide who and how. He can either leave the poor girl in her pathological relation, or take her to unforgiving wastelands(an adventure she propably won't survive), accidentaly dooming whole settlement in the process. Illness may be a part of a bigger plot.

I think we could use some kind of "sanity" system, making characters possible to fall into depression or
become psychos. It would definitely fit the mood and setting.

PC is referred to as "him" for simplicity.
7  General Category / General Discussion / Re: Adult content in PARPG on: January 20, 2011, 01:04:49 AM
I think there is little sense in aiming at anything less than mature, as it won't do justice to the setting and teens doesn't care about oldschool RPGs anyway.

World without children wouldn't be believable at all, and there is no reason they should be bulletproof. Consequences of killing them should be punishing though, for example every good NPC shooting on sight regardless where PC goes, and propably faction or person(Bowie?) hunting him all the time. Also, if some system of "sanity" could be implemented, killing children should make PC a psycho in no time.

I don't know about rape, it depends on context. Tere is no reason to allow raping all NPCs. It may make sense to allow it once, as a cruel way to resolve a problem, but I can't think of any use for it.

What exactly would be torture? Hitting a person to get him to talk? It would serve exact same purpose as intimidation. There is no reason to implement torture devices, thats for sure.
8  General Category / General Discussion / Re: Display Screen Resolution Survey on: January 19, 2011, 05:45:10 AM
1023x765 or 800x600 depending on performance(desktop)

I play old games(640x480) only on laptop, modded to 1280x800 if possible.
9  Development / Writing and Quests / Re: More Writing-Based Ramblings. Oh, Good, Just What You Wanted? on: January 18, 2011, 03:30:36 AM
I find these characters great. They fit well in a psychotic twist i would like to see in the game, they show how the apocalypse devastated humanity on mental level.
10  General Category / Introduce yourself / Applying writer says Hi. on: January 18, 2011, 02:07:42 AM
Hi, I'm one of the applicants for lead writer position. I wrote many works including stories and comic book scripts with various succes. I have no previous experience in RPG projects, but being a game developer was my dream job as far as i can remember. Game theory is part of my studies at the university. Whoever will become lead writer i want to be an active member of the team. Right now I'm overwhelmed by exams, but once I pass them expect me to commit myself to the project as much as it is possible.
Also, I'm a musician(mainly bassist), so if anyone feels avant-garde rock would fit PA setting I can provide some tracks.
11  Development / Writing and Quests / Re: Main Story Arc idea - "Encroachment of Ice Age" on: January 17, 2011, 09:34:41 PM
I believe the idea of zenbitz is the way to go. It is something truly original, something that draws a clear line betweer PARPG and other games. Depressive, pessimistic mood would differ the gameplay and setting from Fallout. While in Fallout series humanity has preety much rebuild itself, in PARPG the world should be decomposed, on the verge of destruction, eventually falling over it.

Teasing the player with hopes of saving the mankind is quite an opportunity to deliver an emotional experience. The idea could be easily merged with the "Radio Gaga" concept, and make use of cliche plot devices in unexpected ways. For example, what initially seems to be a signal of hope(one of the few words deciphered from the broadcast would be "rescue") turns out to be a signal of despair(in full broadcast it is "there is no rescue"). Said broadcast could be aired by the "scribes" located in Global Seed Vault(possibly player could reach the "scribes" while searching for the vault itself, if he hadn't heard the signal) who seek to secure as much information and material as possible. Something between Noah's Ark and a tomb.

I have an idea regarding the ending, which makes traditional end slides possible despite earth being a snowball, though it is rather crazy and unexpected. While it does push the boundaries of realism, it makes the "scribes" activity have sense. Basically, I'm talking about extraterrestial beings surveying the earth some time after the apocalypse, and displaying what they have found out about the last days of earth. They could take various actions based on what they learned, so in the end player will have an influence on the final outcome.
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