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. We want a large number of these. Most will be oriented around a single choice, maybe two choices.
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. We want a lot of these.
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)

Tactical Stories

Ambushed

Tactical Defense

Attack Site (subsequent)

Combat-Oriented Stories

Mortal Choice

Mid-mission story

Mission Victory

Mission Defeat

Infrastructure Stories

Site Feature Quest (Delving)

Founding Towns

Randomly Surfaced Stories

Personal Relationship (Hook) Quest

Personal Upgrade Quest

Site Quests

Experimental Stories

Adventures and Scenarios