Difference between revisions of "Event Types"
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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. | 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. | ||
Another thing is that we're trying to avoid hard-and-fast rules here. In particular, any time is a good time to tell a more involved story, if that's what the story wants. The guidelines here are just guidelines. | |||
==Exploration Oriented Stories== | ==Exploration Oriented Stories== | ||
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===Wilderness Scouting=== | ===Wilderness Scouting=== | ||
When you scout a new tile, and there are no enemies, there might be something else interesting to interact with | When you scout a new tile, and there are no enemies, there might be something else interesting to interact with. | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
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|- | |- | ||
! Suggested Complexity | ! Suggested Complexity | ||
| Medium. They're a bread and butter event. If they get too involved, consider splitting off as a Delving? | | Medium. They're a bread and butter event. If they get too involved, consider splitting off as a Delving or Personal Quest? | ||
|- | |- | ||
! Special Input | ! Special Input | ||
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===Arrive at Hostile Site=== | ===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. | 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. | ||
{| class="wikitable" | |||
|- | |||
! How many stories | |||
| A large number! Attacking a hostile site is a dramatic focus and we want a big variety of stories. | |||
|- | |||
! Suggested Complexity | |||
| Medium. Want to maintain a sense of danger and unease. | |||
|- | |||
! Special Input | |||
| Site, Party, Foes | |||
|- | |||
! Suggested Output | |||
| Combat advantage/disadvantage, Character Development, Delving, Additional Story (mid-mission or victory) | |||
|} | |||
==Tactical Stories== | ==Tactical Stories== |
Revision as of 15:16, 9 February 2018
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.
Another thing is that we're trying to avoid hard-and-fast rules here. In particular, any time is a good time to tell a more involved story, if that's what the story wants. The guidelines here are just guidelines.
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.
How many stories | A fairly large number! Scouting is a common activity, so we expect the player to see 12-20 of these per game. |
---|---|
Suggested Complexity | Medium. They're a bread and butter event. If they get too involved, consider splitting off as a Delving or Personal Quest? |
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.
How many stories | A large number! Attacking a hostile site is a dramatic focus and we want a big variety of stories. |
---|---|
Suggested Complexity | Medium. Want to maintain a sense of danger and unease. |
Special Input | Site, Party, Foes |
Suggested Output | Combat advantage/disadvantage, Character Development, Delving, Additional Story (mid-mission or victory) |