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The Quick Ideas/Concepts Thread

First let me say that your idea is wonderful in that it has a great potential for both character development and characterization. If you can do both well, you have something that will be really memorable.

Anyway, I think one requirement for this to work is that the cliché do-gooders (hereby referred to as CDG) keeps seeing more crime that they believe the heroes committed. That will reinforce the idea that they have to stop the heroes. Now, you wrote that they keep showing up in a bad situation, but unless there's a logical reason for them to do so, it's quickly becomes unbelievable that they just happens to show up in the worst time.

However, the CDG doesn't necessarily have to actually continuously see the heroes during inconvenient moments, it can be enough that they do so once to assume further crimes are committed by the heroes. Let's say that the heroes are chasing a bad guy that for some reason murders people. While the heroes are investigating a murder, the CDG shows up and the circumstances are such that it looks like the heroes committed the murder. After defeating the CDG, the heroes keep chasing the bad guy. The bad guy keeps killing people while the heroes chases him. Since the heroes are trailing the bad guy, they will naturally arrive at the murder scenes. The CDG see that the heroes are always there when people are murdered and will assume the heroes are responsible for those murders as well.

This specific example may not work with your game (especially not if you don't have a bad guy going around murdering people), but it should be possible to make the heroes look guilty for the CDG without utilizing way to many coincidences.

As for the encounters, they may look something like this:

First the CDG just happens to run into the heroes and a fight ensues, they lose and retreats. Alternatively the thief uses a bomb to collapse something so that the parties are separated by a barrier. This way the paladin doesn't yet have to compromise the stereotypical paladin ideal of not retreating.

The CDG prepares for a second battle and this time make up tactics and are equipped specifically to take down the heroes. They lose and retreat (the paladin now has to compromise at least one of his ideals) knowing that they simple are inferior in straight combat.

The third encounter consist of them ambushing the heroes. Since they can't win in a straight combat, they have to stack the deck in their favor. This would require the paladin to further compromise his ideal and fighting dirty may not suit well for some other CDGers as well. A big advantage with the CDG ambushing the heroes is that you have a perfectly good reason as to why the heroes never gets a chance to explain themselves. Anyway, the CDG still loses and retreats.

This can now be followed by the CDG further stacking the deck in their favor to overcome the superior combat prowess of the heroes. This can drive them towards trying methods they wouldn't have used otherwise since the heroes are now cautious and the CDG has to do something unexpected. One thing they may try is to poison the heroes and a lot of other people using a slow working poison. Their plan would be to defeat the heroes in their weakened state and then give all innocent people an antidote (actually sacrificing the lives a lot of innocent people seem a bit to extreme IMO).

The paladin is probably the most uncompromising member of the CDG. If you can make his development believable, the rest should be much easier. A good first compromise of his ideals may be something most people would consider a bad idea, such as never retreating no matter what. The paladin may object to the idea of retreating, but the cleric could point out the if he dies here, he will never be able to stop the heroes.

Another method you can use is to let the thief perform the "means" and then lying to the paladin about it. The paladin knows deep inside that it was the thief who did it, but choose to believe him out of wishful thinking.

That's the few idea I can think of. Whether you like them or not, I do believe you need a combination of the CDG feeling an utmost necessity to defeat the heroes combined with the inability to do so without using questionable means. As for how you want the final encounter to look like and what would be a good outcome, I think you have to decide that. However, I suggest against having them redeemed via a fast and easy mean. Just having the bad guys reveal that they did whatever the CDG thought the heroes did and that way instantly redeeming the CDG will come of as very flat after all that development you did before. They have sunk rather deep and there will be a price to pay.
 
Crystalgate":1ex2p9s4 said:
First let me say that your idea is wonderful in that it has a great potential for both character development and characterization. If you can do both well, you have something that will be really memorable.
Thanks.
Crystalgate":1ex2p9s4 said:
Anyway, I think one requirement for this to work is that the cliché do-gooders (hereby referred to as CDG) keeps seeing more crime that they believe the heroes committed. That will reinforce the idea that they have to stop the heroes. Now, you wrote that they keep showing up in a bad situation, but unless there's a logical reason for them to do so, it's quickly becomes unbelievable that they just happens to show up in the worst time.
I agree. The first time is the most crucial. The second time reinforces their beliefs. By the third time, I think that there's no more pressure or expectation for them to be caught doing something "evil". I already do have the first two meetings generally planned and feel confident about how it turns out.
Crystalgate":1ex2p9s4 said:
First the CDG just happens to run into the heroes and a fight ensues, they lose and retreats. Alternatively the thief uses a bomb to collapse something so that the parties are separated by a barrier. This way the paladin doesn't yet have to compromise the stereotypical paladin ideal of not retreating.

The CDG prepares for a second battle and this time make up tactics and are equipped specifically to take down the heroes. They lose and retreat (the paladin now has to compromise at least one of his ideals) knowing that they simple are inferior in straight combat.

The third encounter consist of them ambushing the heroes. Since they can't win in a straight combat, they have to stack the deck in their favor. This would require the paladin to further compromise his ideal and fighting dirty may not suit well for some other CDGers as well. A big advantage with the CDG ambushing the heroes is that you have a perfectly good reason as to why the heroes never gets a chance to explain themselves. Anyway, the CDG still loses and retreats.

This can now be followed by the CDG further stacking the deck in their favor to overcome the superior combat prowess of the heroes. This can drive them towards trying methods they wouldn't have used otherwise since the heroes are now cautious and the CDG has to do something unexpected.
I like the general flow of things you have laid out in the first three encounters. This is in line with what I had expected should happen.
Crystalgate":1ex2p9s4 said:
One thing they may try is to poison the heroes and a lot of other people using a slow working poison. Their plan would be to defeat the heroes in their weakened state and then give all innocent people an antidote (actually sacrificing the lives a lot of innocent people seem a bit to extreme IMO).
I don't think I could work poison in, but maybe endangering innocent lives in another way, perhaps trying to trap the party inside a fire or something. I'll have to think about the specific way to introduce that.
Crystalgate":1ex2p9s4 said:
The paladin is probably the most uncompromising member of the CDG. If you can make his development believable, the rest should be much easier. A good first compromise of his ideals may be something most people would consider a bad idea, such as never retreating no matter what. The paladin may object to the idea of retreating, but the cleric could point out the if he dies here, he will never be able to stop the heroes.
I agree on this as well.
Crystalgate":1ex2p9s4 said:
As for how you want the final encounter to look like and what would be a good outcome, I think you have to decide that. However, I suggest against having them redeemed via a fast and easy mean. Just having the bad guys reveal that they did whatever the CDG thought the heroes did and that way instantly redeeming the CDG will come of as very flat after all that development you did before. They have sunk rather deep and there will be a price to pay.
Yeah, I know I can only take a suggest so far before it must be adapted for my story, but I would really like to fish for some ideas to get me going for the final encounter. I'm still not sure which way to end the substory is the best.

The obvious conclusion is for them to keep descending until they bring about their own destruction, until they have corrupted themselves and lost their way (beyond redemption). I agree that a flat revival of their senses through some "Big Bad Guy" confession would produce a sour note, but if they died right after (before they could act on their renewed direction), I think that could bring about an appropriate ending. However, I would also enjoy a situation in which they learn what they are doing is wrong, but are forced to do it anyhow... or even one where they end up sacrificing themselves just to allow you to advance. I just need to be able to tie it in together, so when you look back it seems obvious, but when you're in the middle of it, it's hard to tell.

Thanks again, anyone else have some suggestions?
 
This is an idea I though moments ago:

You're this god, or half god, and your job is simple, guide the sun around the earth everyday. :)
 
becoolioman":185g8fxz said:
This is an idea I though moments ago:

You're this god, or half god, and your job is simple, guide the sun around the earth everyday. :)

Okay, you do have something which you are planning to work to.
But, I don't really see the story in this. You are just a god guiding the sun around...as simple as that.
If I look at it right now, I think you still need a problem, a way to stop that problem.
And of course people who want to stop you in clearing the problem.

For the base of a idea...It could turn out well. At least, if you can write really well.
Because if you can't. You would probably make a game that doesn't really follow something.
Make sure that your lead character has a goal or something.
Otherwise, I suggest...maybe a little harsh, but to start over from scratch.

Well, that's my opninion of course...
 
see that would be the point of the game, to travel around the world guiding the sun. You may help a villager or two, for example, call up the rain god to water their crops, but other than that, that would be it. Everytime you would go around the world, the world changes slightly, like in real life. There would be no battles, no real story, nothing, just a sandbox game where you make your own story. It would be a simple game, something relaxing amd fun. And there is a problem. The problem is that the sun needs to get around the Earth and the solution is you. :)

And in all seriousness, I thought of that moments ago. Im not actually going to do that...at least not for a long time... it would kinda be cool if someone executed this well. :)
 
A few comments:

- There is some guy who want's world domination.
- The world has been hit by a meteor.
- Every country is in war.
- There is a disease that kills people.
- Aliens.
- There is a mystic force that dwells across the earth killing people.
- God and Satan are having a clash, and their powers are so great that it affect's people on the earth.
- The rift is slowly being consumed by a evil. Thus opening holes on the earth's surface which is generally bad.

How about using all of those together?

The obvious conclusion is for them to keep descending until they bring about their own destruction, until they have corrupted themselves and lost their way (beyond redemption). I agree that a flat revival of their senses through some "Big Bad Guy" confession would produce a sour note, but if they died right after (before they could act on their renewed direction), I think that could bring about an appropriate ending. However, I would also enjoy a situation in which they learn what they are doing is wrong, but are forced to do it anyhow... or even one where they end up sacrificing themselves just to allow you to advance.

Why do they have to die? There are other ways their story could end. They don't even have to sink that low.
By the way, if they are also a party, what's their mission?
 
beterbomen":gs0gaaig said:
Why do they have to die? There are other ways their story could end. They don't even have to sink that low.
By the way, if they are also a party, what's their mission?
They don't have to die, it just so happens that a lot of acceptable endings involve their death. If I had a good way to let them live, I'd run with it. I'm just looking for something powerful.

As for their goal... they are the classic do-gooders from the 8 and 16 bit era. At the start, they aren't really involved in any real goal, just adventure and doing good. Later on, they more or less think you are arch enemies or something... so their mission becomes stopping you and your evil ways.
 
I'll spell my idea out again. The heroine is made immortal and invinsible at the start of the game. However, this is done by the bad guy, who also makes her powerless, so that she'll suffer under her fate forever.

What do you think?
 
beterbomen":2ihtarnc said:
I'll spell my idea out again. The heroine is made immortal and invinsible at the start of the game. However, this is done by the bad guy, who also makes her powerless, so that she'll suffer under her fate forever.

What do you think?
How is a powerless person considered a heroine? She must have some power to change the outcome of something to get things moving.
 
Well, i called her "the heroine", for lack of a better title. She's the main character.
And about the "Changing the outcome of something to get things moving", that's the whole idea of the game: You have to do that with a character that is completely powerless*.

*Note: She will have help of some ally's, who ofcourse aren't powerless.
 
New idea(because no-one was posting anything for so long): A time travel story taking place after another story, and any actions you take will have an affect on the earlier story, changing it's ourcome.
 
That might be difficult to script, but it would definitely be an interesting storyline if you could pull it off.

Meanwhile..

I'm having a hard time thinking of quests for my game, and I'm going to need quite a few. The game revolves around a school for mages, which is divided into classes. There are 5 classes so far, based on 5 elements; fire, water, air, earth, and shadow. I'm also using a job system similar to Final Fantasy: Tactics, one "job" for each element. The "teachers" for each elemental class are going to be the primary quest givers in the game, so I need to get some ideas for types of quests that they might give. I already have a couple "go kill those monsters until you get 5 of the items they drop" type quests, and I really want to try to avoid that. Any ideas on better types of quests I can use would be greatly appreciated. :biggrin:
 
Well, it's a school for those who are going to be going to war. There are trainers there for Mages and Fighters alike. (Only mages in the 1st demo.)
 
Two ideas:-

First Idea (FMMO)
Imagine a typical fantasy world. You play a barbarian or something, stomping round the glades, killing critters and selling their hides, questing with friends, eating, sleeping, the lot. Except one day you wake up and you're no longer in this world. You're a massively fat, hairy slob, supported by a life support system, with a humanoid helper feeding you and making sure you stay alive. Essentially whats happened is that the main character joined an increasing trend of enveloping themselves completely in an MMO; however, he really believed that he was in the MMO because of a malfunction in the envelopment process. Whats happened is that the MMO he loves has been shut down due to lack of interest - its been replaced with a fancy new space MMO. The main character joins a rag-tag group of nerds to save the servers which hold their world and return to where they're happier.

Second Idea (time travel)
A time traveller (or someone who is given the ability to travel through time upon dying) is killed by a mystery assailant. He is given the chance to go back in time and alter conditions so that his murder is impossible. Hence, where the sniper was, plant a tree in the way so the shot is impossible. Its like a puzzle game where you have the situation in which you die and you have to prevent it each time. The storyline would get more significant as you discover your assailant can also travel through time and you eventually travel further and further back in time as he travels back in time to kill you earlier and earlier...
[could well involve unforeseen consequences, ala world-changing, chaos theory, butterfly effect ect]

What do you guys think of these ideas?
 
The first one sounds interesting, and so does the second one, but they both seem like games that would be hard to pull of on an RPG maker.
EDIT: But I think that pulled off right, that second one would be awesome.
Too bad you're not in some commercial company, as it would be really cool if like nintendo or something made a game like that.
 
I think the only difficult thing to pull off about the first one would be playing as a massive dude with atrophied muscles - how on earth would you go about even walking about after not moving for a couple of years?
 

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