Event Types
Stories in Wildermyth are applied procedurally. When the player is in a situation that calls for a story, the game searches the database of events for all the stories that could fit the situation, and then picks one randomly. Different situations come with different storytelling constraints.
A Note on Branching: Branching events are currently pretty awkward in our system, and so most of our stories currently revolve around a single choice. If this is too limiting, let's talk about it! We have some ideas for how to improve it but really it depends on what you want to write.
Exploration Oriented Stories
Exploration is a core feature of our game. We want a wide variety of stories here, and they can be somewhat involved.
Wilderness Scouting
When you scout a new tile, and there are no enemies, there might be something else interesting to interact with. We want a large number of these. Most will be oriented around a single choice, maybe two choices.
Special Input | Tile, Party |
---|---|
Suggested Output | Station, Delving, Character Development |
Arrive at Hostile Site
When you arrive at a hostile site for the first time, it's scary! There might be interesting site features, or a relationship story to tell, a prisoner to decide whether to rescue, or a novel tactic to consider. These can establish details about the site and the combat to come. We want a lot of these.