Aller au contenu

Photo

Campaign Ideas


  • Veuillez vous connecter pour répondre
5 réponses à ce sujet

#1
jackkel dragon

jackkel dragon
  • Members
  • 2 047 messages
I have yet to start any real project with the toolset, but have learned most of the basic functions. Now, I need some inspiration.

My base idea is this:
- Companions and their loyalty is a major part of the story, they will betray or abandon the player if they are disappointed.
- Story centered on these companions, and the player can only have several companions at a time, so choices must be made on who stays and who is left behind.
- Loyalty and disappointment are not visible or obvious to the player (at least not on first playthrough.) Companions will "suck it up" or hide their feelings at times, but the player can learn if a companion is particularly close or distant.

"Loyalty" will be a major feature, as influence seemed to be in KOTOR2. I hope loyalty to be even more important.

Side Note: In DA, romances occured only with high approval, but these companions may seem interested even if they plan on betraying the player.

My Request:
Some suggestions on the kind of adventure that would require a group of adventurers. It should be important (even "epic"), but have opportunities for disappointment and betrayal. (EX: Lord of the Rings. A small group set out to save the world. Two or three almost fall to the corruption of the ring, causing one of them to die.)

#2
jackkel dragon

jackkel dragon
  • Members
  • 2 047 messages
More ideas:

- Companion Quests are more important, and how they are resolved have an impact on the player's companions.

- Companions may have relationships with each other beyond one-liners. Companions may trust, hate, or love other companions like with the player. Companions that hate each other may force a choice between the two.

#3
loudent3

loudent3
  • Members
  • 268 messages
Keep in mind you won't have the budget of Bioware. there will likely be little to no voice acting in your module. The subtleties of being distant, silently disapproving is harder to communicate in a straight text medium.



As for ideas, How about one of your companions must find/protect "the fated one": i.e. The child that was born to save the world. You're along as a hired gun (or are also charged with finding/protecting "the fated one"). Saving the world isn't your job, but ensureing the person who's job it is, lives to do it, can be epic.



In this scenario, "The fated one" is not ready to defeat the "whatever", so it's basically fleeing. The betraying companions could choose to try to turn you and/or the child in or what not.

#4
jackkel dragon

jackkel dragon
  • Members
  • 2 047 messages

loudent3 wrote...

Keep in mind you won't have the budget of Bioware. there will likely be little to no voice acting in your module. The subtleties of being distant, silently disapproving is harder to communicate in a straight text medium.

As for ideas, How about one of your companions must find/protect "the fated one": i.e. The child that was born to save the world. You're along as a hired gun (or are also charged with finding/protecting "the fated one"). Saving the world isn't your job, but ensureing the person who's job it is, lives to do it, can be epic.

In this scenario, "The fated one" is not ready to defeat the "whatever", so it's basically fleeing. The betraying companions could choose to try to turn you and/or the child in or what not.


I'll keep this in mind. It sounds good.

#5
PKO1209

PKO1209
  • Members
  • 1 messages
I have a similar project in line, though it's still on paper only.

An idea I can suggest is that Companion quests should involve having the PC help the companion in his choices.

Also specializations should be centered aroud quests and/or stroryline.

Good Luck

#6
jackkel dragon

jackkel dragon
  • Members
  • 2 047 messages

PKO1209 wrote...

I have a similar project in line, though it's still on paper only.
An idea I can suggest is that Companion quests should involve having the PC help the companion in his choices.
Also specializations should be centered aroud quests and/or stroryline.
Good Luck


Reminds me of Garrus in ME1, and someone in KotOR 2 (forgot who.) I'll keep this in mind.

PS - I'm working on a separate project to learn the toolset: Wardens of Nevarra. Anyone interested should check it out and comment. (On the project page.)