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Topics - Sierra

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1
General Chat / Music, Listening, 2020, Etc.
« on: January 05, 2019, 03:57:10 PM »
Ozzy Osbourne: Mr. Crowley

Quite possibly the finest guitar solo(s) yet performed by a human.

2
Game Design and Modifications / Don't wake me up without a master plan
« on: December 02, 2018, 11:09:05 PM »
Let's fucking do this.

I've known since I first set eyes on Final Fantasy VII that I wanted to make videogames. I've spent most of the time since then avoiding doing it, but that trend of "Let's never actually do things that we want to do" is looking pretty passe in my life these days. I've made serious attempts at this twice before and made substantial progress on each before collapsing in the face of engine limitations and depression, respectively. So this time I'm doing it right: going in with a plan and getting feedback from word Go.

The function of this post is not to sanity-check stat spreads and skillsets, or to brief people on plot and characters. This is a rough draft design document. The point is to make sure that my base assumptions for gameplay and narrative methodology are conceptually sound before I put in lots of work that might prove difficult to overhaul later if it turns out I embarked upon inelegant starting principles. I have always experienced great internal resistance at reworking key aspects of a project after they've settled into the conceptual bedrock of the structure. I intend to prevent that difficulty this time.

To that end, I am broadly going to talk about three categories in reference to my new project:

  • Mechanical Conceits
  • Narrative Style
  • Potential Problems

But first, it may be instructive to provide an example of past efforts before proceeding further, for those interested in getting a more hands-on understanding of my basic design approach.

All Souls' Night was my Stay-Sane project for 2016. It fell apart the same time that everything else fell apart, but I couldn't credibly say it was anyone else's fault that I never finished it. It's functionally playable from start to finish, if progressively more unpolished towards the end of the game, but most crucially lacking any storytelling element. I never wrote the dialogue, save for some flavor text on interactable objects. I credit this outcome largely to the fact that I chose to leave the writing, the most difficult aspect for me to focus on (if arguably the side of game design that I'm better at) for the last stage of production. That is a lesson for my day-to-day production schedules going forward, but that isn't precisely what I'm posting to address today.

What I would define as ASN's most fundamental characteristics are listed below. I don't claim to have succeeded wildly at all of these, only that I identified them as design priorities:

  • Emphasis on exploration (the entire game environment is one interconnected dungeon)
  • Efficiency in storytelling--scenery, enemies, items, and even skill names all have their place for worldbuilding in an environment largely bereft of expository NPCs
  • Nontraditional setting basis--I aim for something resembling the early modern era of incipient bureaucracy, colonialism, and gender struggles, though I doubt this is very apparent in the unfinished product
  • Classic, turn-based, JRPG-style combat
  • Threatening boss fights, random encounters meant to wear the player down enough to invoke the tension of potential resource exhaustion just before the next rest stop appears
  • A battle rhythm more defined by attrition than a turn-by-turn trade of Attack -> Heal -> Attack -> Heal (WA3 was a conscious model here)
  • The above is reflected in the function of healing supplies, which provide varying amounts of both burst healing and gradual regeneration; items best in an emergency aren't necessarily best for long-term survival
  • NO MASH ATTACK FOR WIN
  • Playable characters that each have their own, well-defined and distinctive mechanical niche
  • The above should still leave room for the player to engage in some customization and optimization if so inclined
  • Experience Points do not exist; grind is not the solution to any problem; leveling happens by fiat when the party defeats a boss
  • Basic quality-of-life features that I consider near mandatory for anyone designing a game in this mold: save anywhere, freely usable run button, encounter control (in this case, visible/avoidable ones)
  • The player should be as well-informed as character space permits about the exact functions of every skill and item at their disposal, about what status effects do, and about how long they last

For anyone curious, the Dropbox link for the ASN playable beta can be found here. For giving credit where it's due: ASN utilizes an array of Yanfly scripts for combat and party management, and Fullscreen++ by Zeus81. Everything else is just base engine material.

https://www.dropbox.com/s/1vn0czzhf81yxkw/All%20Souls%27%20Night.exe?dl=0

(For those giving it a look, a few relevant points since no mechanical direction is provided in-game: Z is Confirm/Interact, X is Menu/Cancel/Run, big crystal sprites are stand-ins for skill/ally gain scenes, demon girl sprites are stand-ins for boss fight events, any statue anywhere is a free healing station, and the zombie girl sprite in the first room is not meant to be fought until the player has recruited allies. Also, this was built in VX Ace, which turns out products for PC only. Sorry, Mac users.)

I wasn't aiming for a magnum opus with ASN. I was just aiming to finish something. I conceived of the eventual finished product more as proof-of-concept than anything else: "This is what I'm about and this is what I can do." It occurs to me now that maybe this relative lack of ambition is part of what undermined my desire to finish it. Revisiting it now, it's straightforward to see which more granular aspects of the game were and were not conducive to fostering the effects I wanted the player to experience, but like all failures, I choose to view the game as a lesson. A multitude of them, really. I will therefore reference ASN when appropriate with regard to my intended work going forward.

Which brings us to our main subject: I am starting a new project. For a multitude of probably obvious reasons, I have identified working on something new as a healthier and more attractive use of my time right now than it possibly could be trying to revitalize an old one from which I am now psychologically disconnected. (The story I am now embarking on is in fact not wholly new material; but after revisiting the amount of background detail that I pumped into this last summer, I am unapologetically impressed with my own efforts, and the material itself still feels vital and relevant.) I am now attempting to drill down to the core strengths and priorities both of myself and of the classic JRPG combat model; to identify where they synergize productively; and to identify where they conflict and determine how to mitigate this friction. The ungainly fusion that is a Role-Playing Game lives or dies depending on how well it can master delivery of at least one of its two core components, combat and narrative.

So this, most specifically, is where I welcome feedback. For the writeups presented below, we should always apply the following questions:

  • Which combat design approach is most conducive to enabling challenging, but fair, memorable dramatic encounters?
  • Which narrative approach best suits the material in terms of clarity, immersion, worldbuilding, and basic flow of storytelling?
  • Can the above points reinforce each other? If so, how?
  • Focus on these essentials first--side content is a bonus!

We've all played games, or heard other gamers speak about games, which failed miserably at one of those first two key points, but which were nonetheless enjoyable for their successes in the other. Obviously, I would prefer to succeed at both, but no set of mechanics, no matter how finely-tuned, is going to please everyone, and no story, no matter how well told, is going to make everyone happy either. The point of this document isn't to design the be-all-end-all of any genre. The point is get the utmost quality results out of the abilities and materials available to me specifically. There will of course be limitations to work around, as I am working with a commercially available engine and have no knowledge of scripting. But, if there is any healthy central cross-section in the Venn diagram of "People who enjoyed the combat but didn't care about the story," and "People who don't get hype for JRPG boss battles but did enjoy the writing," then that is a result I choose to be happy about.

The title for this project, previously a Pathfinder campaign that I ran for a few months last summer, has been Beyond Chaos, but it's since come to my attention that there's also an FFVI hack using that title, so I'm now rather disinclined to keep it myself. Nevertheless, as I've not yet thought of a replacement, we'll continue using that title for the sake of this post. And yes, adapting an RP campaign to another format has its own hazards and growing pains, which I will note when relevant, and which is in fact a key part of why a document of this nature feels of value to me right now.

Without further ado, below is my two-pronged plan of attack, and some possible difficulties I foresee with the present model.

~

Beyond Chaos: Combat Design

Macro Design: frequency and character of combat

My proposed approach to the occurrence of combat in Beyond Chaos is perhaps more heavily colored by its origins than any other aspect of this project. I did not run principally combat-focused campaigns as a GM; D20 combat balance was neither my forte nor my primary point of interest in the medium. I do acknowledge that it's wise, when translating a pen and paper campaign to another context, to critically analyze which aspects of the campaign have value in another format and which, if translated slavishly to another context, may only prove a hindrance. In this case, I believe that the spacing of combat as originally conceived for the campaign is the pace that also best supports the story it's used to tell, presuming that I effectively utilize the strengths of JRPG combat in doing so.

I have concluded that the following credo best summarizes the macro approach to combat that I want to apply to Beyond Chaos recast in the JRPG mold:

  • Every "random" encounter in Beyond Chaos should carry the heft of a miniboss fight in any other game.
  • The natural corollary to the above is that there will be far fewer "random" encounters in Beyond Chaos than in any of the classic JRPGs it's most clearly modeled after.
  • A "dungeon," in the usage of this game, is more likely to be a series of setpiece battles than a traditional dungeon with truly random encounters.

The balance of dialogue time vs. combat time is, by extension, likely to be higher than in many RPGs. I do not regard this as a liability. Instead, I choose to emphasize that the comparatively modest (by conventional standards) number of violent encounters that are present in the game should be better mechanical puzzles than the average run of dungeon random encounters in any given classic game cast in the same mold. The value of quality over quantity on this front is emphasized by numerous other design points, which I will address in due course. It is also reinforced by revisiting All Souls' Night, wherein it is patently clear that I both more put more effort into, and derived more satisfaction from, boss design than random encounter design. And if it's so simple to avoid random encounter combat, and if random encounter experience isn't necessary to advance the party, do they truly need to be in the game at all?

If it was within my means to do so, I would probably be making a strategy RPG instead. But it isn't within my means to do this, and I like conventional turn-based combat well enough to be content making use of the tools available to me. (While I am aware that SRPG Studio exists, I am also aware that it is a new product and thus very unlikely yet to have the kind of art assets that are useful to me.) My point in stating this, though, is that for a strategy RPG, every battle is a singularly planned and balanced encounter, and increasingly, my preference is to apply that way of thinking to Beyond Chaos. Such a model will make for a highly linear gaming experience but, as will be made more explicit in the Narrative section, that is a trait which I am choosing to embrace as a strength rather than view as a liability.

I realize while writing that this section of the "combat" document will very quickly shade into overlap with narrative imperatives, because there are more than mechanical reasons for me to consider doing away with the grind of random encounters. It is easy for them to become numbing after a while, and I do not use that word solely in the sense of mental fatigue on the player's side of the screen. There is something rather ghoulish, when one steps back to think about it, to the amount of carnage perpetrated by your average videogame adventuring party. This is especially applicable to Beyond Chaos, because most enemies that the story makes it appropriate for the party to fight are humanoids, and--whether it should do so or not--repetitious murder takes on a somewhat different character when the player is not merely grinding through enemies that are "only monsters." Quite a lot of them, in fact, will even be fellow countrymen.

I am not making Undertale here; the playable characters are in a paramilitary organization, violent action ensues. But what they are not is uniformly accustomed and desensitized to death. Grinding for power does not make sense either for this party of for their circumstances. Every fight should feel consequential, not just because I believe that a less-is-more encounter rate has intrinsic potential, but also because violence always has consequences for someone. I am no fan of fakeout battles in classic RPGs. I will not employ unwinnable plot fights, a cutscene will never declare that a curbstomped boss is "Just too powerful!" in flat contradiction of clearly demonstrated statistical reality, and it should be understood through demonstration that any opponent the party engages in combat is going to die, barring something like their mid-battle surrender on the brink of death.

I suspect some of this sounds severe, but it only dovetails with what I'm increasingly favoring for combat design on utterly practical grounds anyway. I am not a commercial developer. There is no compulsion for me to advertise X hours of playtime to justify purchase by a skeptical player performing a cost/benefit analysis of dollars spent vs. hours of content available. In some ways, this is actually a bit of a blow for me: I loved drawing mazes as a kid, and I love building dungeons as an adult. But I do not feel that random-intensive dungeons for the sake of dungeons help the story that I'm trying to tell this time, nor do I feel that random encounter design is sufficiently a strength of mine to justify the padding. I am one person working alone, and it only makes sense to concentrate my productive time generating what I most like to get in an RPG: memorably dramatic encounters and compelling storytelling. Anything more is a bonus; at worst, it's fluff.

Thus, a "dungeon" in the design of early chapters of Beyond Chaos may contain at most half a dozen fights, and most likely less. More labyrinthine structures are unlikely to appear until the back half of the game, when it makes more plot sense for the party to be physically invading hostile strongholds, and even then, I'm suspicious enough of that old problem of "Only the playable characters ever do anything in this world" to be skeptical of letting them be unstoppable murder machines casually mowing through entire armies. There are definitely times when a longer, sustained string of battles is dramatically necessary to emphasize the risk and hardship of achieving a particular goal, but even then, it will be my absolute intention to maximize strategic considerations for a number of encounters that, compared to conventional JRPG dimensions, is on the low end.

This approach will likely flavor combat in granular ways as well, most obviously resource exhaustion. It is fairly instructive to consider the amount of mischief that a low-level D&D party can get up to before needing to stop for rest and recovery. It isn't much. Early on, at least, that kind of dynamic will heavily inform their collective longevity in Beyond Chaos as well.

Transparency: combat information transmission, tutorial conveyance, statistical/elemental/status explanations, item & skill descriptions

An informed player is more likely to be a successful one. Conversely, a player who feels thwarted because they're not provided sufficient information to grok the system they're in is more likely to feel cheated, and probably less likely to continue being a player. In most aspects of mechanical design, I try to balance giving the player as much information as possible against delivering it as organically and unobtrusively as possible. It's very easy to overwhelm a new player with too much information and too many numbers right off the bat; I dislike the artificiality of out-and-out tutorial sequences; and I tend to assume that anyone playing a production of mine is, in the first place, very familiar with JRPG conventions. Nonetheless, all the basics should be available to anyone willing to exercise the modicum of curiosity necessary to interact with a bookshelf in the first room.

Our initial band of playable characters in Beyond Chaos is a squad of Civilian Militia enlistees. It's both in-flavor for an increasingly literate nation, and a very simple thing in terms of dev labor time, for the Militia outpost to come stocked with some modest guidebooks to the extent of "This stat does X mechanically," "These are the elements commonly available on physical attacks and magic spells," "These are the common status elements and this is what they do," and "These are your combat options, they rely on X resource and can be stopped by Y status effect." They only need to be written in terms that sound natural to a team of volunteer soldiers in order to serve more than a mere mechanical purpose.

But information conveyance should extend beyond tutorials to any new piece of design that the player encounters. In ASN, I had a standard formula for item descriptions that prioritized conveying key mechanical information first, in as concise but clear a manner as possible, and with consistency of phrasing and abbreviations throughout. Combat flavor text described what a newly-inflicted status effect did; onscreen icons indicated how much longer it lasted. Different elemental damage was indicated by differently colored damage numbers. Base hitrates for spells and weapons (I.E., before enemy resists and LUK influence were accounted for behind the scenes) utilizing negative status effects were specified in their descriptions. Any remaining character space I found available in item and skill description boxes was happily used for fluff and flavor purposes, but the first and foremost priority was always to communicate to the player exactly what their new toys did.

I wasn't always happy with the execution of those details. Some combat text flashed by too quickly for easy reading and I knew of no way to change the text speed; the combat log, while helpful in tracking all in-battle text, could be very easily overlooked; and there's only so much information that can be conveyed within the limits of VXA text boxes (for example, I never found somewhere to convey some minor esoteric trivia like Undine doubling item drop rates in battle). But the approach is one that I would broadly like to repeat with better implementation for Beyond Chaos.

Those two pillars should convey the tone of combat that I am looking to generate for this project. For the purpose of this document, I don't find it valuable to break down micro details like statistical interactions, types of skills available to playable characters, or the array of status effects used, beyond noting that these things should be introduced to the player at a reasonable rate of accelerating complexity. I want to build battles that are dramatically significant, tough but reasonable for an informed player, and to make every possible effort to ensure that the player is an informed one--without being so overbearing as to try their patience in that effort.

~

Beyond Chaos: Narrative Design

Linearity: Reasons and focus

I have no firm stance on whether or not freedom of player choice is integral to the RPG experience, save that it I think foolish to have such a stance committed one way or the other. Linear narratives and branching paths have each served their purpose well in different games. I count both rigidly linear JRPGs and more dynamically responsive WRPGs among my favorite games. I do have a strong conviction, however, about which approach works best for this project.

Beyond Chaos began life as an P&P RP campaign. Such stories tend to be at their best when they're replete with options, or at least offering multiple ways of achieving the same objectives. That established dynamic was a source of cognitive dissonance when I first considered adapting Beyond Chaos to a conventional JRPG format. I initially discounted the possibility of even doing so, because I had conceived of the story as a more open narrative with players in the driver's seat. For a number of reasons, however, I've concluded that linear storytelling is the only way to move the project forward in its present form:

  • Practicality: I am one person working alone. I do not have the productive capacity to write the kind of branching path spaghetti characteristic of your common western RPG.
  • Dramatic Impact: Nor do I actually think that I want to. I would rather commit to one outcome and tell it with superior finesse than divide my energies for less certain ends. Moreover, I think it takes a more skilled writer than myself to execute branching paths effectively.
  • Messaging: When one branching path is, by almost any definition, objectively bad in the long term, I do not see value in exploring this path when I could more realistically and effectively focus my efforts elsewhere. Moreover, so few games execute this kind of split well that it does not seem worth my time expending energy to enable terrible decisions that I have vanishingly less tolerance for in the real world anyway. When a nation is faced with a choice of "Adapt or die," there are some cultural paths that can only ever lead to one of those outcomes.

If one doesn't have the capacity to go all out building a dynamically responsive narrative and world, I think it's better to refrain altogether, and presenting the appearance of alternate paths when there practically are none would only be confusing and discordant. I think that it's better to be open about how I'm operating, and why, and to make that underlying reasoning apparent by consistently adhering to a single narrative that opts to make its point through focused, character-driven writing. So I won't waste time with "But thou must!" fake choices to present the illusion of the player directing the narrative; it should go without saying that there are no silent PCs, and that the core party are vocal people with their own reasons for doing what they do. The only NPC question that will ever directly be addressed for the player's input are preparedness binaries like a commanding officer asking, "Are you ready to proceed to a series of probably difficult battles, or would you like to fine-tune your squad more?" Player choice in Beyond Chaos is how they deal with the mechanical obstacles along the way, I.E., party selection, equipment choices, turn-by-turn decisions, etc.

Some freedom of exploration will absolutely be available to the player, both because I myself love finding out of the way nooks and easter eggs in games, and because it is a good break for pacing (and for characters who are supposed to come across as having a life outside of killing things) to have, between battle sequences, the opportunity to spend a little downtime in ways that offer opportunity to flesh out the setting. But this won't be an open world game by any means, and any little bonuses that might be found poking around a new town or province will be there for character building and worldbuilding and rewarding such curiosity with a little extra combat edge, but definitively not to drive the story in divergent directions or towards different endings.

The other main point here is that, after the introductory chapter, player control will alternate between parties as the starting cast splits into two groups to pursue their goals in different ways and geographical areas. I concluded that this was the best way to tell this story for a couple different reasons:

  • I realized while making plot outlines that it was a logistical nightmare to have one single party go everywhere and do everything that was slated to happen in the story. Having one party handle plot events in the western half of the country, and one party handle plot events in the eastern half of the country, nicely circumvents that issue. This is a way of dividing my work, not doubling it.
  • This also alleviates the perennial RPG problem of presenting the player with a world where only one small band of adventurers ever does anything to try and change their world. The older I get, the more uncomfortable I am with the implications of that.
  • It gives me more leeway to flesh out the setting by having each party interact with different factions which, on the national stage, might be outright adversarial.
  • I could already tell that intra-party relations would become unwieldy by the end of the game otherwise. Two medium-sized parties are more intimate than one large one would be.

The two parties will periodically meet back up again in their centrally-located hometown to exchange information and leads and generally catch up. These meetings will not be without tension as the playable characters realize that their old friends on the other side are gathering patrons whose private goals might be mutually exclusive. They'll have to navigate some rough territory as it becomes apparent that they are developing personal interests and goals that might be at cross purposes, even while they attempt in a broader sense to solve the same existential crisis. This allows me to show more sides of national opinion than would realistically be possible with the whole mass of PCs operating as a single unit.

Worldbuilding: Exposition, dialogue, newspapers, books, items, other

The starting party of playable characters in Beyond Chaos is a four-person squad on the local Civilian's Militia, a sort of not-quite-professional police force for frontier communities that the government doesn't quite have the funds or bureaucratic sophistication to staff officially. I've concluded that one of them should be probably be new to the group, if not necessarily to the profession. An outsider's presence is too useful for the purpose of introducing the basics of a new setting for the player, who of course is a complete outsider. This is an old trope for speculative fiction, but I'd like to use it with a little more finesse than some fantastical settings have done. I.E., PC #4 is only an outsider to her squad, not to the world as a whole. She doesn't need to have every mundane fact of everyday life explained to her. Instead, we can establish the basics for the audience by having her and her new teammates gently interrogate one another to identify personal preferences and backgrounds, shared interests, and so on, the way any established social group does when a new element enters its matrix. Character interaction is how I'll start introducing the player to the world and what it's about. Subsequently, the squad's missions will build the backbone of the plot and affirm their goals. I'd rather not use authorial narrative captions any more than strictly necessary to establish the barebones facts of the world at the very start of the game, and to acknowledge time & place transitions between chapters.

Beyond Chaos uses a setting edging its way into something analogous to our early modern era. Printing is a growing industry, and this fact will be utilized to provide extra outlet for unobtrusive worldbuilding. There are newspapers in the old broadsheet style, most operating under the suspicious eye of government censors, some publishers of more subversive opinion printing pamphlets furtively and constantly moving operations to avoid prosecution. The genre of the novel is developing, and the nation has produced both prestigious works and a burgeoning pulp market sensationalizing the increasingly survivalist lifestyle of the country's crumbling frontier. It will be common for the party (and, by extension, the player) to find such objects strewn about in public places throughout their travels. I intend such items to serve less as loredumps than as triggers for the party to comment on their surroundings and their situation. I can only speak for myself here, but it took me very little time playing Baldur's Gate, Skyrim, et al to realize how dry their in-game texts were and to start ignoring them. Consequently, I would rather use comparable text objects in my games to convey information concisely, with more obvious relevance to the playable characters' circumstances and travels, and in a way that provides an outlet for additional character building at the same time.

Plenty of other onscreen objects can be used to serve a similar function; written ones are only the most obvious category. The one aspect of writing that I did manage to add to All Souls' Night was a wide array of common objects, such as paintings, clothes, artifacts, skeletons, etc, which could prompt reaction from the protagonist when interacted with (the fact that it was far too easy to accidentally cancel out of such exclamations is one of ASN's little eventing 101 lessons). And, yes, as is evident from All Souls' Night's item descriptions, should there be any place that I have text space to insert an extra sentence for flavor purposes, I will happily do so. By no means will it be my only, or even primary, means of adding background, but when the opportunity is there, why not take it?

Presentation: Map scale, freedom of exploration, cutscenes, gender balance

The progression of scale followed by Beyond Chaos is most comparable to that of a Suikoden game. We start local, as is usual for role-playing games of almost any type, and culminate in concerns of a national scale. One of the first things that I will completely build in the engine will be the full national map, but only so I can save myself trouble later by cut-and-pasting chunks it for use in individual chapters focused on a specific town or province. Most individual chapters will focus on a different specific area of the country, say a major town and its environs, or a rugged mountain frontier. Freedom of exploration will gradually escalate in step with story's slow expansion in geographical scope. My plan is that only in each party's last chapter does the full half of the country used for their section of the plot completely open up to allow revisiting all past towns and cities. (Their hometown, centrally located, may very well be the sole major location that appears on both final chapter maps.)

The exact execution of cutscenes in Beyond Chaos is one major factor that I haven't entirely settled yet. It's worth noting that, since I never completed the story components of All Souls' Night, I still don't know how to direct and build proper cutscenes in this engine. This may be part of why I have somewhat resisted the idea of using them thus far--I have even considered eschewing cutscenes that utilize moving sprites in favor of a more Disgaea-style talking heads dialogue exchange. I have to consider whether such notions may be driven by my not wanting to have to learn new aspects of the engine when there's so much other work to do. We'll come back to this in the Obstacles section.

And we can consider this final point my contribution to the feminism in games thread. ASN, and its sister stories that were meant to take place in the same world, were built in a setting where patriarchal culture was baked in, and one of the recurring protagonist struggles would be trying to forge one's own path in the face of that opposition. I acknowledge that there's value in telling such stories, as they are reflective of much of human history, but I've spent enough time down that well to conclude that dwelling fixedly upon the negatives of human behavior can invoke the dread specter of determinism. There's another path for addressing social issues, and that's to present people with a better example. In spite of the faults that Star Trek: the Next Generation had with the actual writing for its female characters, I will always love it for presenting as a given that such historical inequities were bunk. For approximately the same reason that I am dreadfully tired of dystopian fiction, this is the course that I now feel healthier pursuing. So: Beyond Chaos takes the starting assumption of the D20 system it sprang from, that we don't have to build our new world based on the oppressions of historical reality, and runs with it. This is not to say that it's a perfect world by any means--only that excluding some of our own historical inequities from a fictional setting is another way of opposing them.

It should be no surprise at all to anyone who knows me that the cast of playable characters here is almost entirely female (though political power in this setting is more evenly split). If anything, I have a problem adding male representation, but that hardly worries me because I'd be less interested in what I was writing if I changed this balance. The rest of the gaming world seems to have that angle well covered anyway!

~

Beyond Chaos: Potential Problems

No game will please everyone, and I certainly wouldn't expect my priorities in most fields to align with the majority of humans. Nonetheless, I think there's value in critically appraising which aspects of my approach may have the unintended side effect of irritating, antagonizing, or otherwise needlessly wasting the initial goodwill of a player. First impressions are important. Thus, below are a few design hiccups that I suspect may be problematic for some players. I have done my best to think of elegant solutions, but I am not an omnipotent creator.

I don't individually consider these dealbreakers for the project, but they do bother me.

Locked Inventory in introductory chapter?

Physically-focused playable characters will typically count two weapon types in their skill list, and all playable characters will have opportunity to tweak armor to optimize against specific challenges. When the parties are still small enough, early on, that there aren't yet a lot of options for swapping playable characters, equipment swapping picks up some of the slack in the customization department.

However, the mechanics of RPGmaker do not make it easy to build a campaign that routinely alternates parties, and this may have unfortunate implications for equipment. There is no means that I know of to flag certain equipment to make it not appear in the overall inventory screen during the chapter of a party that shouldn't have physical access to it. I do have a workaround for this problem, but it may, in the opening chapter, force lockout of equipment changing, which is a problem since it denies the player customization options early on and thus conveys a false impression about the degree of mechanical flexibility I wish to be available to the player.

My workaround for the party split is the following:

  • Build into the engine two copies of each equippable item
  • For each of these pairs, make one copy equippable only by the classes used by the western party, and the other copy equippable only by the eastern party

This doesn't stop the player from seeing, in their overall inventory screen, items that are flagged for use by the other party. It does at least mean that, when changing a playable character's equipment, the player will only see gear that they're flagged as able to equip (this is a basic feature of the engine that I don't have to do anything to enable). So it means bloat in the overall inventory screen, but at least shouldn't generate confusion for the player in the equipment screen itself. It's less obvious how to prevent one party from selling equipment flagged for the other party. My best idea at the moment is, for example, to flag the eastern party's gear as having a zero selling price whenever the player transitions to a chapter controlling the western party, reinstate the usual price when transitioning back to an eastern chapter, and vice versa. (This is less of a hassle than it might sound--build the event once and then cut-and-paste it for other chapter switch transitions.)

What makes this potentially a real problem for my overall combat design is that I may have to lock out equipment swapping in the opening chapter to enable the above. This is because I have no way of knowing what the player will have equipped at chapter's end, what they will have bought and sold, etcetera. Given that, there is no way for me to say, at chapter's end, "Turn X playable character's helmet into the eastern party's copy of the same item." My first thought in this context was that I would just have to lock everyone's equipment in the first chapter, which is a serious problem because it doesn't afford the player opportunity to play with equipment options, therefore incorrectly advertising the rest of the game's mechanics as being a lot more inflexible than they actually will be.

My best answer to that right now is that for the opening chapter, the party's equipment is owned by the Militia, so when the party splits, the playable characters have to leave a lot behind and start building their armories anew (from which point onward, anything new that they acquire is flagged for use only by the appropriate party). The player can thus still have some stock of equipment options to experiment with in the beginning, and it will still make some plot sense for all this equipment to be stripped from inventory when the characters go their separate ways. It isn't a great answer, because I'd prefer to avoid the mild player irritation that's likely to arise anytime you take something away from them. But it's the most practical one that I can see right now.

Wiped item stocks between chapters

It's very simple to have the engine memorize money counts at a chapter's end and reinstate the previous figure every time we alternate parties. There's nothing comparable that I know of for stocks of expendable items. The only answer I know to prevent one party from using expendable items obtained by the other party, therefore, is to wipe all standing inventory of expendable items at the end of each chapter.

As I've stated elsewhere, taking things away from the player for no obvious reason is unlikely to engender their goodwill. I have only two answers to this:

  • Significant amounts of time, in-world, are likely to pass between chapters anyway. Unused expendable items could very well be food items that disappear between chapters because they expired.
  • It may not be the worst thing in the world to encourage the player to use all the items they pick up instead of hoarding them indefinitely, especially early when they have fewer healer characters at their disposal.

It would make for an unusual dynamic, sure, but one borne more of developer necessity than intrinsic virtue, and I would anticipate player frustration the first time their item stocks vanish unless there's some way to be tactfully upfront about the fact that their healing supplies all come with an expiration date. It additionally means that prestige healing items (along the lines of your classic Elixir) should probably be restricted to endgame drops. Player irritation is only more likely if you take away something top-tier vs. something easily storebought. Possibly this is offset a little by the fact that the final chapters for each party are likely to be their longest anyway, so there's more time to dole out special items in the one chapter where there's absolutely no reason for the player to not go all out. Again, I don't feel like this is a great answer, but I don't have another approach right now.

Cutscenes: lack of villain presence without them?

My experience as a GM may have conditioned me in some ways that are not optimally suited for videogame writing. Key case in point, as a GM, I operated under two key limitations of villain presence: 1) that the player characters, being essentially the POV for this story, were not a presence that you could cut away from, in the way of a visual medium, to show a scene completely utilizing NPC dialogue and interaction; 2) that a GM should never, ever put a villain physically onscreen earlier than the point at which the story can withstand the party killing that villain. Because PCs.

These facts heavily influenced how I used villains in any story. Essentially, a major villain's presence had to be built up via hearsay, occasional found bits of their writing, and similarly indirect narrative bric-a-brac. Even villains that are playing the party and present themselves as an ally need to be relied upon cautiously, as an alert party may very well see through the charade with the right rolls.

I mention all of this because my story planning for JRPG Beyond Chaos has tended to assume the same primarily offscreen operation for major villains, but it absolutely needn't be so in a medium where I am free to cut away at any time necessary to directly show the actions of characters elsewhere not in the playable party. I have to consider the strong possibility that a compulsion to keep the camera only ever trained on the playable party may just represent an innate resistance to doing things differently (compounded by the fact that I've yet to learn how to construct cutscenes in this engine).

Lategame inventory bloat

This may be unavoidable. I want to provide a large number of equipment options for the player to tweak their party against specific adversaries (both for mechanical depth and because I just love brainstorming this stuff). Since the total inventory in Beyond Chaos will contain the mutually exclusive armories of two separate parties, it only compounds the likelihood of players getting lost scrolling through their stores checking for just what exactly that new weapon they picked up does. And RPGmaker has no means that I know of to enable auto-sort or manual sort options for the player.

What it does have is a dev that obsessively organizes such things in advance. Here is how I dealt with a similar situation in All Souls' Night:

  • The order in which RPGmaker automatically organizes inventory for the player is by sorting items in the exact same order in which they are entered into the engine
  • To try to minimize fuss on the player's part looking for a new piece of treasure, I entered equipment according to the following rubric:
  • 1) Weapons first, sorted by type of weapon and then alphabetical by name; 2) armors next, sorted by type of armor (by which I mean equipment slot occupied) and then alphabetical by name; 3) in hopes that it would make inventory order look slightly more intuitive, I also sorted armor types according to the same order that they appeared on a playable character's equip screen (Shield, Head, Body, Accessory)

Crucially, I did not apply the same methodology to sorting expendable items. I entered them into the engine in the order in which they appeared in-game, which meant that the best items were sitting at the end of the list. The result was that the player's inventory of expendable items looked like an unintelligible jumble by the later zones. I myself grew quite frustrated looking for a specific item during endgame battles when playtesting, and RPGmaker innately having cursor memory only somewhat offset this hassle. That is the kind of mistake I plan not to make this time (though it does dictate certain priorities in production order, I.E., all usable items need to be designed and entered into the engine before I do the work of writing and scripting each individual chapter).

So there are means to make inventory management less of a hassle for the player, even working with the basic, no-plugins engine. I have to suspect, though, that twice the party means twice the mess even with this taken into account.

Insufficient combat for array of options planned?

I plan for each party to have a healthy array of combat options when it comes to selection of playable characters and equipment. One has to wonder, though, whether a game operating on a less-is-more philosophy of combat is really providing sufficient opportunity not just for the player to use everything at their disposal, but to even have sufficient experience to internalize a general sense of what works and what doesn't. Providing all these mechanical toys could be a bit silly or, at worst, confusing and overwhelming if the amount of combat in the game doesn't actually justify their inclusion.

But ultimately, this is a macro pacing concern, and there are still some plot sections I'm hammering out, so it's mostly a possibility to keep in the back of my mind and analyze later when there's a firmer timeline of story content to compare it against. Anyway, it's very easy to cut or simply not use extraneous items later if it looks like I overprepared!

~

That covers the main points. I am happy to go into the more granular detail of game mechanics (skill types, stats, etc) for anyone interested, but my principal goal in posting this was to establish an overall plan of attack in nailing the overall feel that I want for combat and story in this game. Therefore, I ask for response should anyone emerge with strong thoughts on the following main points:

  • Are my operational priorities sufficiently clear based on this document?
  • Does it seem that I have settled on a functional approach for achieving those desired effects?

3
Game Design and Modifications / Polling the DL on mechanics
« on: December 11, 2017, 11:09:07 PM »
It may have been noticed in chat that Cid is being irresponsible and working on a game again. This evening, I'm starting to piece PC skillsets together. I have a copious library of skills ready that I built earlier in the year to be used on current and future projects occupying the same setting, so rather than the agony of making things up on the fly for every PC, I'm just picking an appropriate selection from the existing library. Which sounds easier!

But what I find is that I'm inclined to pick out a lot for any given PC (since there's tons to choose from), and what I'm wondering while I'm doing this is: at what point does a surfeit of options begin to tax a player's attention and patience?

So I figured I would throw this to the DL hivemind, because who the hell else is gonna play anything I make anyway, right? I'm considering this on two levels: 1) at which point does the number of available skills become more than you feel that you can memorize and keep track of; 2) at which point does shuffling through a menu by endgame just become a prohibitively lengthy process mechanically? As in, mashing down to reach your endgame skills every round in a long boss fight becomes a point of genuine irritation at busywork.

To try and trim out "It depends" responses in advance, here's what the field looks like, for reference: 12 PCs, presently looking at # of skills being in the mid-teens for physical fighters, mid-twenties for casters. The multiplication there sounds like a lot for someone to keep track of by endgame, even assuming a minimum of chaff. The last project I worked on, I stuck with a max of twelve skills for most PCs. I think this being a notably longer project with a bigger cast justifies there being more options, but putting in everything I want to feels like it might be trying to push past the saturation point. So at this point I'm just looking to hear personal preferences for what feels like too much when you're playing an RPG.

4
General Chat / Death of the Movie Quiz
« on: January 08, 2011, 04:14:15 AM »
Because it's been a while so hey, why not? Usual deal, guess the movie and win nothing but slightly less disdain than is warranted for people who do not guess as well as you do. PM me with answers, will keep this open a week, etc.

Quotes are arranged in alphabetical order by movie.

~

1: "What did you expect? 'Welcome, sonny?' 'Make yourself at home?' 'Marry my daughter?' You've got to remember that these are just simple farmers. People of the land. The common clay of the New West. You know...morons."

2: "Look at this. Look at what they make you give."

3: "Osbourne Cox? I thought you might be worried...about the security...of your shit."

4: "Vodka-martini." "Shaken or stirred?" "Do I look like I give a damn?"

5: "I know what you're thinking. 'Did he fire six shots or only five?' Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: 'Do I feel lucky?' Well, do ya, punk?"

6: "If you build it, he will come."

7: "Death is the road to awe."

8: "Frankly, my dear, I don't give a damn."

9: "I just want to say one word to you, just one word." "Yes, sir?" "Are you listening?" "Yes, I am." "...Plastics."

10: "The price is wrong, bitch!"

11: "You're waiting for a train. A train that will take you far away. You know where you hope this train will take you, but you can't be sure. Yet it doesn't matter. Now, tell me why?"

12: "Teacher says every time a bell rings, an angel gets its wings."

13: "Wax on, wax off."

14: "I know kung-fu."

15: "I am Shiva the god of death."

16: "If it bleeds, we can kill it."

17: "The Humungus rules the wasteland!"

18: "Dead or alive, you're coming with me."

19: "Say hello to my little friend!"

20: "In summary: ears ringing, jaw fractured, three ribs cracked, four broken, diaphragm hemorrhaging. Physical recovery: six weeks. Full psychological recovery: six months. Capacity to spit at back of head: neutralized."

21: "I take his weapon. Both of them."

22: "What would God need with a starship?"

23: "Alright, Mr. DeMille, I'm ready for my close-up."

24: "For seven years I spoke with God. He told me to take us all to Heaven!"

25: "You talkin' to me? You talkin' to me? You talkin' to me? Then who the hell else are you talking--you talking to me? Well, I'm the only one here. Who the fuck you think you're talking to? Oh yeah? ...Okay."

26: "End of line."

27: "A strange game. The only winning move is not to play. How about a nice game of chess?"

28: "Made it, ma! Top of the world!"

29: "I love the Power Glove. It's so bad."

30: "Hey, it's me!" "Prove it." "You're a dick." "...Okay."

5
Writeup Graveyard / Mitsuo (vs. Isolde)
« on: March 20, 2010, 02:25:11 AM »
Another challenger, eh? And this time it's actually a villain! Much better than fighting another old-school protagonist. Well, stomping any and all enemies is what MITSUO THE HERO is all about, and no teacher's going to push him around! Just think of the XP he'll get for this one! Mitsuo's pixellated avatar should stand him in good stead here, taking the brunt of Isolde's opening barrage and maybe her Sword Creation limit as well if he can time everything right. Mitsuo's status game might not be of much use given Isolde's immunities, but Megidola should be more than enough to teach her not to meddle with youthful RPG heroes!

6
Writeup Graveyard / Robo (vs. Margarete)
« on: December 05, 2009, 02:12:50 AM »
Again the whims of fate stand between Robo and that coveted upgrade back to Heavy. This isn't exactly the kind of fight he's built for--drawn-out endurance matches, sure, but not a match against someone who can potentially take him out with one shot! All is not lost, however--Margarete's chances of landing fatal status are not perfect, and Robo himself shouldn't need more than a couple shots of Uzzi Punch to eliminate the sexy spy. It'll all come down to luck. Three times now Robo has seen his hopes dashed in the middle of a season, and what if it should happen again? Well, he's is nothing if not persistent. It takes great patience to till fields for four hundred years without a break, and if Robo can complete that task then he surely has the tenacity to challenge Middle again as soon as he's able!

7
General Chat / The Movie Quiz: Revenge Cubed
« on: June 24, 2009, 01:24:13 AM »
Because it's been a while and because I have too much free time. Same drill as always: PM answers (all you need is the title of the movie in question), you have one week. I didn't put much obscura in this time--all but two of these movies were released in the last thirty years and there are a lot of blockbusters. I tried to avoid using movies I know I've used in the past, but didn't go to much trouble; looking over things now, I think probably four or five of these are repeats. But the last round I ran was just too random for a lot of people and I figured I'd make things easy this time around (though I did block out character names that would give away the title). FYI, the quotes are also presented in chronological order.

~

1. "You think I'm licked. You all think I'm licked. Well, I'm not licked. And I'm going to stay here and fight for this lost cause."

2. "I am not an animal!"

3. "Who's scruffy lookin'?"

4. "[spoiler], what is best in life?" "To crush your enemies, to see them driven before you, and to hear the lamentation of their women."

5. "I don't believe in the no-win scenario."

6. "Ray, when someone asks you if you're a god, you say, 'YES!'"

7. "HEYYY YOUUU GUYYYS!"

8. "Just remember what ol' Jack Burton does when the earth quakes, and the poison arrows fall from the sky, and the pillars of Heaven shake. Yeah, Jack Burton just looks that big ol' storm square in the eye and says, 'Give me your best shot, pal. I can take it.'"

9. "Are you smoking this shit so's to escape reality? Me, I don't need this shit. I am reality. There's the way it ought to be, and the way it is. Elias was full of shit. Elias was a crusader. Now, I got no fight with any man who does what he's told. But when he don't, the machine breaks down. And when the machine breaks down, we break down. And I ain't gonna allow that. In any of you. Not one."

10. "Now I have a machinegun. Ho. Ho. Ho."

11. "I should have mailed it to the Marx brothers!"

12. "Forget about holding her hand, man. Think of the damage he could do to other places."

13. "I need your clothes, boots, and your motorcycle."

14. "This is one time when television really fails to capture the true excitement of a large squirrel predicting the weather."

15. "Choose your future. Choose life. ...But why would I want to do a thing like that? I chose not to choose life. I chose something else. And the reasons? There are no reasons. Who needs reasons when you've got heroin?"

16. "Well, then I just hate you, and I hate your ASS FACE!"

17. "I see dead people."

18. "They say most of your brain shuts down in cryo-sleep. All but the primitive side. The animal side. No wonder I'm still awake."

19. "Have I ever told you about Sammy Jankis?"

20. "I've always been considered an asshole for about as long as I can remember. That's just my style. But I'd really feel blue if I didn't think you were going to forgive me." "I don't think you're an asshole, [spoiler]. I think you're just kind of a son of a bitch."

21. "Okay, well, here's the twist. We find out that, that the killer really suffers from multiple personality disorder, right? See, he's actually really the cop and the girl. All of them are him. Isn't that fucked up?"

22. "Is it true that there's a point on a man's head where, if you shoot it, it will blow up?"

23. "Do you have any idea how crazy you are?" "You mean the nature of this conversation?" "I mean the nature of YOU."

24. "I...DRINK...YOUR...MILKSHAKE. I DRINK IT UP!"

25. "Do I really look like a guy with a plan? You know what I am? I'm a dog chasing cars. I wouldn't know what to do with one if I caught it."

8
Writeup Graveyard / Zenon (vs. Mewtwo)
« on: June 12, 2009, 07:56:25 PM »
Bah. Last week, Zenon fought Chaos, a time-travelling lord of destruction. A worthy foe for the overlord of overlords, to be sure. This week? He fights someone's pet kitty run amok. Talk about a step down. As usual, Zenon's strategy is straightforward and perfectly in line with his personality: hit the enemy until he stops moving. It's not fancy, but bruce force usually gets the job done and, really, who cares about how you achieved victory as long as you're the only one standing at the end, right? Right. Dark Revenge will keep the kitty on the defensive right from the start, and should Mewtwo live long enough to wear Zenon down to 25% HP, the overlord's damage boost will kick in and show once and for all what carnage is.

9
Writeup Graveyard / Indalecio (vs. Isolde)
« on: May 02, 2009, 03:21:08 AM »
Isolde may be a talented alchemist, but at the end of the day even a powerful human is just that: human. And what mortal could stand up to a machine designed to conquer worlds? Isolde's opening salvo of Sword Creation may be fearsome, but as far as Indalecio's concerned, it just means he can access Time of Truth a little faster. With Earthquake and Explode in the mix, Isolde won't last long. This high-tech killing machine is overdue to take home the title of Duelling League champion, and with the last fighter to cut short his ambitions waiting for a rematch in the next round, no mere teacher is going to stand in Indalecio's way.

10
Writeup Graveyard / XG Maria (vs. Bartre)
« on: December 19, 2008, 11:16:53 PM »
Ah, Maria Balthasar. Pilot of the redoubtable Seibzhen, one of the most stalwart mechs in Xenogears, capable of soaking up an obscene amount of punishment and keep dishing out the block-rocking beatdowns in return. Also--wait, what? Maria doesn't get to fight in her Gear in the arena? Oh. This might be a problem, then. Of course, Maria's not wholly without offense on foot; she might not be able to fight in Seibzhen, but she can call on it for support. A blast from Maria's Graviton Gun will surely leave any opponent shaken. After all, this Bartre can't be all that tough, can he? Some medieval mook against a far-future mecha pilot? Pshaw. An axe to the face is one way to get ahead in life, sure, but it's hard to argue with getting stepped on by a giant robot.

11
Writeup Graveyard / P2 Maya (vs. Rydia)
« on: December 19, 2008, 05:17:55 PM »
"Let's positive thinking!" It's been a while since the arena resounded to that charming pronouncement, and one should do well to heed it: the speaker is a former Duelling League champion. And Maya has good cause to be optimistic about her chances for success in this higher division. The proof? Her first opponent, the summoner Rydia, is a pure mage, and Maya's persona Artemis renders her immune to magic. Of course, it also makes her weak to physical attacks, but since when was a lashing from Rydia something to worry about? Besides, Maya has a plentiful supply of healing to keep herself in the game. Maya's opponents may as well heed another bit of advice while they still can: "Grab your asses and run!"

12
Writeup Graveyard / Melody (vs. Dune. Er, Connie).
« on: December 19, 2008, 03:17:31 PM »
This is a joke, right? All that time Melody spent waiting for another shot at a title, and her long-awaited return to the arena sees her facing...a dog? This is just insulting. That snooty Clive was on the scheduling committee this season, wasn't he? He probably thought this matchup would be real clever: "Look, Melody's facing a dog because she's so ugly, hahaha, like a dog, hahaha." Well, she'll show him! She'll grind this poor little doggie into dust! The next one, too! And however many other animals they send after her! With Melody's forcefield protecting her from low-damage attacks, it'll be a surprise if the Prophet even gets scratched in this little fracas, and with poison counters eating away at Connie's HP it won't be hard for Melody to kick this puppy to the curb.

13
Writeup Graveyard / Mitsuru-senpai (vs. Lin)
« on: December 12, 2008, 10:59:23 PM »
As the first representative of her class to fight in the arena--indeed, first and foremost, given her status as class president--Mitsuru Kirijo has a responsibility to do her fellow students proud in the arena. (And set a good example for walking disasters like Chidori, of course!) And that's just what she's going to do this week, by freezing that strutting, would-be revolutionary Lin cold in her tracks. Any attempts by the Trinity gunner to resist Mitsuru's icy assault will be for naught with one casting of Ice Break, which will negate any opponent's protection against the element, and after that? Mind Charge, Bufudyne, poke the resulting ice sculpture 'til it shatters.

14
Writeup Graveyard / Royce (vs. Orlandu)
« on: November 07, 2008, 09:56:24 PM »
This'll be it. It's this season for sure. Now is the time for Royce to follow up her long-ago conquest of Heavy with a much-deserved Godlike title! Hey, Royce is a fortune-teller, you know. If she says she saw it in her crystal ball, it must be true! And it's not like she can have Xenobia thinking the two of them are equals, after all. (Not that they actually dislike each other, but a professional rivalry is a good motivating force!) One day yet she'll prove to Ghaleon that she's his most reliable servant! As for this week's fight? Royce will just incapacitate Cid with Flame Bird and then crush him with Shoot Lancer, just like she would any other PC. Yawn.

15
Writeup Graveyard / Jeane (vs. Scythe)
« on: November 07, 2008, 09:13:18 PM »
Suikoden's seductive and mysterious rune mistress is back and looking to redeem herself after a humiliating first-round loss so many seasons ago. Frying some delusional, wannabe vampire is just the way to get back into her game! Scythe might seem to present a problem for a glass cannon like Jeane--after all, he can dodge magic--but he can't evade forever, Jeane has an ample supply of firepower (among other things), and the likes of a Wild Arms 4 boss shouldn't take more than one or two good hits. Perhaps more importantly, the "Crimson Noble's" arsenal is purely nonphysical and will have little effect on the magically resilient Jeane. All too easy. Against the awesome might of Furious Blow, what the hell is Scythe supposed to--

16
Writeup Graveyard / Chidori (vs. Lunn)
« on: November 07, 2008, 05:17:30 PM »
The plight of the loligoth is a sad fate to bear. Mocked, misunderstood, and mistreated by those dressed less fantastically than her. Oh, woe is Chidori! Truly hers is a lonely life. Especially with Arietta the Wild, Chidori's comrade in the GLAD (Gothic Lolita Association of the Duelling League--what did you think we meant?) having fallen in the arena just last week. Chidori will just have to fight twice as hard to avenge her spiritual sister! And actually, Lunn is a good opponent for her first fight. His offense is purely physical, which means that Chidori only has to survive one blow and then cast Tetrakarn to reflect his attacks right back at him. An easy win--if she can survive that first hit. This is Chidori we're talking about, after all.

17
Writeup Graveyard / Veronica (vs. Neifirst)
« on: October 31, 2008, 01:13:07 PM »
After two dozen seasons spent sitting on the sidelines, Veronica is ready and more than willing to dish out some pain. Her first oppoent is...a scantily clad numan? Well. There are worse things to draw, that's for sure. Veronica's faultless instant death won't see any use in this battle of the bosses, unfortunately, but she has powerful magic of any element she needs to fall back on. After such a long absence, Veronica's certainly not going down without a fight. And if she loses? She won't get mad--she'll get even. Neifirst may just have a surprise waiting for her in the locker room...

18
Forum Games / Anonyrandomafia: Game over (Scum win)
« on: October 21, 2008, 12:17:19 AM »
Ground rules first:

- Do not exceed the general area of 300 words on your posts. Quoting others is not included in this wordcount.
- No editing your posts.
- No talking outside the thread about the game, unless your role specifically states that you may. Please abide by this rule even if you have been killed, in order to avoid giving information to someone who is still in the game.
- No posting during game night phases.
- No spectator posts.
- Don't directly quote your role PM. This will result in a modkill.
- Vote using ##Vote: name and ##Unvote: name.
- Play to win.
- Inactivity and failure to post for 24 hours will result in a modkill.
- There may or may not be third parties.
- There will be no time extensions unless there is significant forum downtime.
- Days will last 48 hours.
- The game will begin with day phase.
- LYLO or potential LYLO will be announced.
- This is a semi-open setup. See the list of potential roles for a complete list of what you can expect.
- There are no scripted events.
- Town has to lynch. If no hammer is reached within the time period then the player with the most active votes will be lynched. Sudden-death overtime will result in the event of a tie.
- Scum have to kill.
- Role & alignment information will be revealed on cardflip.
- Post only under your anonymous account name. Don't be Carthrat. Note: For added security, sign out of your normal account before even clicking on the thread.
- Modkills will end the day instantly. However, any attempt to manipulate modkills for a gameplay advantage will result in a ruling against the interests of the player, who will then automatically lose the game.
- Characters have nothing to do with roles or alignment. Darth Vader could be town and Frodo could be mafia.
- Roleplaying is encouraged but not mandatory.
- Have fun!

Potential roles

Bulletproof
Cop (any sanity)
Doctor (standard doc only)
Framer
Godfather
Miller
Rolecop
Roleblocker
Tracker
Vanilla
Watcher

And now, without further ado, da flavour text:

---

One minute, they were going about their lives, and the next they were on the moon. No explanation, no transition, just *BING*, welcome to Luna. They were a motley lot, for certain:

Ash, dutiful S-Mart employee and veteran slayer of the undead, now facing his greatest challenge: DL MAFIA.

Crow T. Robot, prisoner of the Satellite of Love and veteran slayer of bad movies.

Death, the personification of...uh, death.

Excel, motormouthed operative of a secret organization, unfailingly loyal to her beloved leader.

Khan Noonian Singh, genetically engineered mastermind.

Mr. Miyagi, wise and venerable karate master.

Ned Flanders, hapless neighbor.

Queen Elizabeth I, ruler of England from 1558 to 1603.

Rod Serling, producer, narrator, and well acquainted with the bizarre and unexplainable.

The Dude, slacker extraordinaire and (possible) Man of the Year.

Yangus, a former bandit chief on the mend from his larcenous ways.

For a long, awkward moment people shuffled their feet and took in the astounding lunar vista before them. Then this guy showed up:




"Greetings, humans," the alien began, swiftly correcting himself on noticing the robot and the demigod in the midst of the small crowd. "Correction: greetings, mostly humans. I am Uatu, the Watcher. I have selected you as representatives of your various realities and drawn you here to warn you that your worlds have been targeted for consumption by THE GRAND MASTER PLANET EATERS. These voracious and merciless beings will devour your worlds and leave behind no trace that your species ever existed. While it is normally the position of my kind to observe and record, these beings fill even us with revulsion and force us to take action. You must warn the leaders of your home dimensions once I return you to your own realities. You must tell them to prepare every possible defense to thwart this menace."

And here the alien broke off, carefully scanning those assembled for a long moment. "I detect that some of you are in contact with this dread force, no doubt seduced by promises of ultimate power. Do not believe THE GRAND MASTER PLANET EATERS. They will consume you as well once they have no further use for you. And in case you do not heed my words, I must warn your brethren of your duplicity." The Watcher raised a hand to point out the treacherous individuals in the assembly. "The untrustworthy ones are--"

It was at this point in the monologue that the Watcher's head exploded, leaving the humans (correction: mostly humans), baffled, anxious, and, not coincidentally, considerably icky. Their messenger had been slain, no doubt by the same evil forces he had attempted to warn them about, and there were killers in their midst, just waiting to strike again...


---

Keeping themselves alive

Excel
Khan Noonian Singh
The Dude

All dead, all dead

Ned Flanders (Vanilla Townie)
Rod Serling (Vanilla Townie)
Death (Vanilla Townie)
Yangus (Town Miller)
Queen Elizabeth I (Town Doctor)
Ash (Scum Rolecop)
Crow T. Robot (Vanilla Townie)
Mr. Miyagi (Town Cop)

---

The game is now over.

Link to final day one votecount: http://www.rpgdl.com/forums/index.php?action=post;quote=37921;topic=2205.125;num_replies=125;sesc=3db766487e7d1f1e529832e71a23447f

Link to final day two votecount: http://www.rpgdl.com/forums/index.php?action=post;quote=38267;topic=2205.225;num_replies=243;sesc=40c9b7bae447fb708c2b4a86bb7f79e7

Link to final day three votecount: http://www.rpgdl.com/forums/index.php?action=post;quote=38650;topic=2205.325;num_replies=346;sesc=124c456ec508c5b145ccae895bd6c66e

Link to final day four votecount: http://www.rpgdl.com/forums/index.php?action=post;quote=38762;topic=2205.350;num_replies=364;sesc=0049eaa5ea7fca470b2a7068bfa74421

19
Forum Games / Anonyrandomafia
« on: October 06, 2008, 04:04:25 AM »
Yep. I've wanted to run one of these since Laggy's game. Anonymafia is a bit of a different experience from standard games. Personally, I find it more entertaining to play and watch. I'm hoping 9-13 people agree with me, because that's the range I'm looking for here. If you're interested after checking out the role lists, please send me a PM--don't post in this thread unless you want to sign on as co-mod (I need one of those still). Please do not sign up if you don't think you'll actually have time to play. Signing up when you're not really going to be focused on the game ruins it for the other players as well as the mod (I will get through a game without modkills, even if it kills me).

Starting time? Not until after Cap'n K's game, that's for sure. I'd guess a couple weeks from now. I'm hoping to get a full roster of thirteen players but will run with however many I have by then as long as it's at least nine (better to have a few dedicated players than them plus a few coerced slackers, really). Days within the game will be 48 hours, no extensions. Whoever has the most votes at the end of that time will be lynched.

The game will be light on power roles, and only the following will be considered for inclusion:

Bulletproof
Cop (any sanity)
Doctor (standard doc only)
Framer
Godfather
Miller
Rolecop
Roleblocker
Tracker
Vanilla
Watcher

As usual, power role and alignment will have nothing to do with the identities being used in this game. Role/alignment will be assigned randomly.

~

As for the identities you'd be playing? I have a truly geektastic array of personas prepared. They have nothing in common apart from the ability to make a particular fanbase go "Squee!" and that is basically the point. Though some are certainly easier to play than others, all could effectively be used as a cover by someone creative and/or familiar with the source material. In the interest of not having players wind up with roles they're totally unfamiliar with, I've decided to provide the list in advance and have people pick from it. This'll be first come, first served. I'll be marking them off as people claim them, but just in case I get multiple inquiries while I'm asleep sometime: List them in order of preference when you send your PM of interest. That way, if someone claims your #1 just before you make your request, you can still get your #2 without us having to go back and forth through PM.

Ash (Army of Darkness)
Crow T. Robot (Mystery Science Theater 3000; may be exchanged for Tom Servo if desired by the player)
Death (Discworld)
Excel (Excel Saga)
General Ripper (Dr. Strangelove)
Khan Noonian Singh (Star Trek II: The Wrath of Khaaaaan)
Mr. Miyagi (The Karate Kid)
Ned Flanders (The Simpsons)
Queen Elizabeth I (16th century Britain)
Rap Master Seifer (Wanker)
Rod Serling (The Twilight Zone)
The Dude (The Big Lebowski)
Yangus (Dragon Quest VIII)

20
Tournaments / Best. Minigame. Ever. (Week 5: Grand (?) Finale)
« on: August 28, 2008, 03:27:20 AM »
Late again. Well, at least week six can't be late (because there isn't one. Har).

Results first:

Triple Triad (FFVIII) (x) vs. Morrie's MONSTROUS PIT (DQ8) (viii)
Blitzball (FFX) (vii) vs. Super Jude Bros. (WA4) (vii) (Tie broken by Hatbot)

ARM WRESTLING (G2) (v) vs. Sidejumping (LoL2) (v) (Tie broken by Hatbot)

In a week (or two) of close fights, we get two out of three matches decided by the dread 'bot. Truly this is a sign that the end times are upon us. Another is that Grandia 2's celebrated ARM WRESTLING minigame pulled out a total victory in the Failure Division. Let's hear it for that fruity pirate whose name I forget!

Before the Earth is stripped of its charged particles and turned into a superdense lump of neutrons, however, we have...finals!

Triple Triad (FFVIII) vs. Blitzball (FFX)

Squall or Tidus. The choice is yours, folks (and it's the choice of a new generation).

~

BONUS: Can our vaunted failure division champ tangle with the big boys? Plenty of you have said "such-and-such game belongs in the normal bracket," so let's find out if the (democratically selected) best of them can make a go of things with our finalists!

ARM WRESTLING (G2) vs. Triple Triad (FFVIII)
ARM WRESTLING (G2) vs. Blitzball (FFX)

21
Writeup Graveyard / Jade (vs. Shoon)
« on: August 15, 2008, 09:41:59 PM »
Jade the Necromancer returns! And at an auspicious time, too--what with the big bad bug having swept Godlike last season. It must be a sign! Clearly Jade (Curtiss) is meant to take top honors in Middle this season. Yes. His first opponent is Shoon, rabble from the arena at Stormfist in Falena. Jade's earth-elemental Ground Dasher will hit one of Shoon's worst resistances, but his best bet is to just go all out and crush the gladiator with Meteor Swarm. Rabble he may be, but Shoon is still dangerous, and Jade needs to end this match as quickly as possible.

22
Writeup Graveyard / Sierra Mikain (vs. Nate)
« on: August 15, 2008, 02:14:55 PM »
*yawn* All this fighting is so tiresome. Why do people insist on disturbing Sierra's naps for such nonsense? Best to finish things quickly, then return to bed. ...Of course, that is quite a cute young man Sierra's fighting this time. Maybe all this fighting isn't such a bother if it lets her meet such...interesting...people. She'll have to have a one-on-one chat with Nate later, but all she needs to know right now is that while Alfred almost completely protects Nate from magic, he has a crucial weakness to darkness. This spells an easy win for Sierra, either through instant death or draining. It's a shame to beat up such a handsome young man, but Sierra can make it up to him later...

23
Writeup Graveyard / Ayla (vs. Kika)
« on: August 15, 2008, 01:09:52 PM »
After thirty seasons of sitting on the sidelines, Chrono Trigger's prehistoric pugilist is back and ready to bust some heads. After all that time spent idle she's got a lot frustration to work off, and her first punching bag is none other than the pirate captain Kika. With blistering speed and the devastating Triple Kick, it surely won't take long for Ayla to beat her foe into submission. If all else fails, there's healing to keep her HP just high enough for one hit to knock her into low HP--at which point a critical Dino Tail will flatten her opponent. No matter what happens, though, this'll be a fight to remember. Seriously, folks: neanderthals vs. pirates. Where but the Duelling League can you find that kind of action?

24
What's this? The Cid is updating as planned? Worlds are colliding! Anyway, last week's results first:

Week 3:

Iron Chef (S2) (v) vs. Triple Triad (FFVIII) (vi)
Tetra Master (FFIX) (i) vs. Morrie's MONSTROUS PIT (DQ8) (x)
Fishing (BoF4) (iii) vs. Blitzball (FFX) (viii)
HaKox (XS3) (-) vs. Super Jude Bros. (WA4) (vii)

Failure bracket:

CPR (FFVII) (iii) vs. ARM WRESTLING (G2) (vii)
Stupid Judgement Ring Shit (SH) (i) vs. Sidejumping (LoL2) (iii)

Another shutout! Wild Arms 4 DOMINATES Xenosaga. And now that you all have the horrible image of Jude + Shion + leather in your heads, we'll move on to THIS WEEK'S MATCHES.

~

Week 4:

Triple Triad (FFVIII) vs. Morrie's MONSTROUS PIT (DQ8)
Blitzball (FFX) vs. Super Jude Bros. (WA4)

Failure bracket finals:

ARM WRESTLING (G2) vs. Sidejumping (LoL2)

25
Writeup Graveyard / Yukimaru (vs. Lyseria)
« on: August 08, 2008, 11:12:50 PM »
Zam! Yukimaru's Duelling League debut is a propitious one, zam: a Valkyre Profile mage? How much more of a cakewalk can you get, zam, short of drawing Jogurt? Lyseria's first spell might hurt, but it's the only shot she'll get: Yukimaru's basic physical induces Silence, zam, leaving the einherjar totally bereft of offense (the efforts of a little birdy on her behalf hardly qualify as damage, of course). And with those dreaded VP charge times, zam, Yukimaru will have plenty of time to ensure that that crippling status hits. Of course, all of this is assuming one blast of Midare Fubuki isn't all that's needed to render the frail mage a frozen corpse. Zam!

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