Difference between revisions of "Event"

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''(Related links: Modders can check out [[Event Types]]. Writers may also be interested in [[event design philosophy]].)''
Events are text and pictures presented in a comic book style. Events can present the [[player]] with a choice.
Events are text and pictures presented in a comic book style. Events can present the [[player]] with a choice.


Events are displayed via a [[dialog]].
Events are displayed via a [[dialog]].
You, dear reader, may also be interested in one [[event design philosophy]].


== Event types ==
== Event types ==


The game chooses an appropriate event from all the possible events matching the event (encounter) type. The choice is determined by whether the party matches an encounter's criteria, such as the presence of certain character attributes, [[hook]]s, or [[relationship]]s between characters.
The game chooses an appropriate event from all the possible events matching the event (encounter) type. The choice is determined by whether the party matches an encounter's criteria, such as the presence of certain [[personality]] stats, [[hook]]s, or [[relationship]]s between characters.


=== Wilderness scouting ===
=== Wilderness scouting ===


A wilderness event, once scouting is complete. Each specific event generally tends to only happen once per game. One example of a wilderness scouting encounter would be [[Event:The Wolf Price|The Wolf Price]].
A wilderness event, once scouting is complete. Each specific event generally tends to only happen once per game. One example of a wilderness scouting encounter would be [[The Wolf Price]].


=== Arrive at hostile site ===
=== Arrive at hostile site ===


An arrival event, typically preparing for battle at a lair (ie, an Assault to pacify a new territory). Each specific event generally tends to only happen once per game. One example of a hostile site arrival encounter would be [[Event:Heart of Stars|Heart of Stars]].
An arrival event, preparing for battle at a lair for the first time (ie, an [[assault]] to clear a new territory). 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. Each specific event generally tends to only happen once per game. One example of a hostile site arrival encounter would be [[Sneakthief]].


=== Attack mundane site ===
=== Attack mundane site ===


An event before a battle to re-take a [[station]] that was lost to [[Incursion]]. These recurring events provide temporary (de)buffs at the start of the battle, depending on the event outcome.
Sometimes you might take over a site, and then leave it unguarded, and then monsters move in again. Or, you might attack a site, but lose the battle. In either case, when you return, you get an "Attack Mundane Site" event, sometimes called a "return assault" or "retake the station". These simple events provide temporary buffs or debuffs at the start of the battle, depending on the event outcome, but intentionally do not provide large or lasting effects so that you won't feel obliged to farm them.
 
An example is [[Retake the Station]].


=== Arrive at final battle ===
=== Arrive at final battle ===
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=== Defend against incursion ===
=== Defend against incursion ===


A defense event, preparing for battle. This event outcome determines which temporary (de)buffs are applied at the start of the battle.
A defense event, preparing for battle. This event outcome determines which temporary (de)buffs are applied at the start of the battle. An example is [[Strategies]].


=== Infestation ambushed ===
=== Infestation ambushed ===


An ambush event on an infested tile. These recurring events apply different temporary debuffs at the start of the battle, depending on the event outcome.
An ambush event on an infested tile. These recurring events apply different temporary buffs at the start of the battle, depending on the event outcome. An example is [[Think Fast]].
 
=== Opportunity ===
 
An '''opportunity,''' also called a hook quest, is an optional [[hero]] quest that comes up while travelling on the [[overland map]]. These events highlight a particular hero and their relationship with a second hero. They explore the hero's [[personality]], [[history]], and [[hook]]s. Sometimes there's a small fight. Completing the quest will always provide a reward for the highlighted hero; an extension to [[retirement age]] and a piece of unique [[equipment]], an extra [[ability]], or similar permanent bonus.
 
Hook quests can begin for heroes that have a relationship (lover, rival, or friend) of 3+, who aren't already going on a quest. At least around 65-145 days must pass between consecutive hook quest opportunities, and only two hook quests can trigger per chapter. The needed relationship tier for a given hero increases by 1 (to a max of 5) for each hook quest they've completed. So A given hero needs a relationship of 3+ for their first hook quest, but 4+ for their second and 5 for their third.
 
An example of an opportunity quest is [[Longing to Belong]].
 
=== Mission victory ===
 
A '''mission victory''' event is triggered by a successful outcome after a [[battle]]. These events include scenes where a hero falls or is maimed during an assault. An example is [[Birds of a Feather]].
 
== List of events ==


=== Hook ===
* See [[:Category:Event|the Event category]]


An optional [[hero]] opportunity on the [[world map]]. These events might reward a piece of unique [[equipment]], or add to the character's [[history]].
[[Category:Campaign]]

Revision as of 13:02, 19 June 2021

(Related links: Modders can check out Event Types. Writers may also be interested in event design philosophy.)

Events are text and pictures presented in a comic book style. Events can present the player with a choice.

Events are displayed via a dialog.

Event types

The game chooses an appropriate event from all the possible events matching the event (encounter) type. The choice is determined by whether the party matches an encounter's criteria, such as the presence of certain personality stats, hooks, or relationships between characters.

Wilderness scouting

A wilderness event, once scouting is complete. Each specific event generally tends to only happen once per game. One example of a wilderness scouting encounter would be The Wolf Price.

Arrive at hostile site

An arrival event, preparing for battle at a lair for the first time (ie, an assault to clear a new territory). 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. Each specific event generally tends to only happen once per game. One example of a hostile site arrival encounter would be Sneakthief.

Attack mundane site

Sometimes you might take over a site, and then leave it unguarded, and then monsters move in again. Or, you might attack a site, but lose the battle. In either case, when you return, you get an "Attack Mundane Site" event, sometimes called a "return assault" or "retake the station". These simple events provide temporary buffs or debuffs at the start of the battle, depending on the event outcome, but intentionally do not provide large or lasting effects so that you won't feel obliged to farm them.

An example is Retake the Station.

Arrive at final battle

This specific event occurs before the final battle.

Defend against incursion

A defense event, preparing for battle. This event outcome determines which temporary (de)buffs are applied at the start of the battle. An example is Strategies.

Infestation ambushed

An ambush event on an infested tile. These recurring events apply different temporary buffs at the start of the battle, depending on the event outcome. An example is Think Fast.

Opportunity

An opportunity, also called a hook quest, is an optional hero quest that comes up while travelling on the overland map. These events highlight a particular hero and their relationship with a second hero. They explore the hero's personality, history, and hooks. Sometimes there's a small fight. Completing the quest will always provide a reward for the highlighted hero; an extension to retirement age and a piece of unique equipment, an extra ability, or similar permanent bonus.

Hook quests can begin for heroes that have a relationship (lover, rival, or friend) of 3+, who aren't already going on a quest. At least around 65-145 days must pass between consecutive hook quest opportunities, and only two hook quests can trigger per chapter. The needed relationship tier for a given hero increases by 1 (to a max of 5) for each hook quest they've completed. So A given hero needs a relationship of 3+ for their first hook quest, but 4+ for their second and 5 for their third.

An example of an opportunity quest is Longing to Belong.

Mission victory

A mission victory event is triggered by a successful outcome after a battle. These events include scenes where a hero falls or is maimed during an assault. An example is Birds of a Feather.

List of events