Adventure Building Challenge
#76
Posté 02 février 2013 - 01:47
It is going to be different so that it fits in more appropriately with a Building Challenge.
I do like your idea with regards to voting on CC. But the timing doesn't work which is why we aren't coupled to the CCC in the first place. We wouldn't have time to start and complete a Custom Content Poll after we decided theme for the challenge. ALSO a challenge like you describe would not have Sponsored Content available. The "theme" of the challenge - or whatever you want to call it - would be the Custom Content itself. Perhaps we'd decide to have a tileset focused challenge, Poll for the tileset we'd use, and then when the results were in the month's challenge would require that all participants use that tileset.
Its an idea. A good one. And I thank you for putting the seed of the idea forward. I still have some work to do on how we "theme" the ABC month to month, and based on your suggestion I am evolving the ideas I have.
#77
Posté 02 février 2013 - 02:22
For the second part of this I may need to apologise to henusa for maybe jumping the gun but I make lists. I just can't seem to help myself. As the first challenge is practically apon us now, I got to thinking about what might come up in future months challenges. This is the result. My other excuse is that I am used to the ccc where we are encouraged to submit suggestions for future themes to be voted on.
Here is my list of 15 suggestions for future themes for this challenge. Why fifteen? Well I had to stop somewhere.
1. The No Hak Challenge
A while back now there was a competition run by GOG for people to create modules built to certain strict rules. One of which was that only the content provided by Bioware was to be used. This did not inhibit creativity one bit. In fact I would say that it actually encouraged it. Just take a look at the winners (and there were some good modules that didn't win) to see the diversity of stories that were arrived at.
2. The book of lairs.
Back in the days of 1st and 2nd edition AD&D, TSR released a series of books (I think there were 5 or 6 in all) containing a number of mini modules designed to be dropped into ongoing campaigns. An idea that we now call side-quests. Unfortunately (as I bought them off of the traders on Amazon) I don't think any of these mini quests are easily adapted for use with nwn. However, my idea here is why not have modules made up of say 5 side-quests (with erfs for each) for others to drop into a module that they are working on in order to give said module variety?
3. The Legendary 10/20/60 minute module.
The idea here is for people to create interesting modules that are documented to show how they were designed and built. The main driving force would be for them to be low-tech (i.e. no AI Opuses) to build but actually fun to play. The reason behind this is that while there are quite a few teaching modules out there, they have all (AFAIK) fallen into the trap of being technically enlightening but dull to play. If this idea was adopted we could redress the balance.
4. Weather or Not.
A really simple idea. A module where the weather plays a pivotal role. So much so that it could almost be regarded as a non-speaking NPC.
5.Disastrously Yours
Related to the preceding idea. A module where some disaster (natural or otherwise) features heavily.
6. Hooray for Hollywood
A module containing one or more cut-scenes that are pivotal to the story.
7. A2B
A simple journey. All the PC has to do is get from A to B. What could possibly go wrong? Knowing you lot, everything (
8. Truly Ancient
A module set in antiquity. The main restriction being that only relevant monsters could be used i.e. centaurs, fauns etc.
9. Pieces of Eight/All at Sea
A watery adventure set amid an archipelago of small islands. It could involve pirates but then again maybe not.
10. Pre-fabricated
Build a pre-fab to whatever design criteria are decided upon. It's as simple as that.
11.Opposites Attract
A module set in two diametrically opposed terrains. Sea level/Mountain top, Arctic/Tropics, Rainforest/Desert, Desert/Underwater - You get the idea.
12. Trading Places
A module set in alternative mirror universe. For example one where evil has triumphed and lives in the over-dark while the remnants of good huddle in the under-light.
13 MwuHaHa
A module for camp (seemingly?) evil characters.
14 Physcho-esque
In the classic movie Alfred hitchcock famously killed the apparent heroine off after the first half-hour. My suggestion is a module that takes a dramatic twist about a third of the way through. In other words the module starts off looking like it is about one thing then about a third of the way through it dramatically becomes about something else entirely.
and finally
15 Jest a Minute
A deliberately humorous module. That's it.
TR
Modifié par Tarot Redhand, 02 février 2013 - 02:32 .
#78
Posté 02 février 2013 - 04:25
Tarot Redhand wrote...
9. Pieces of Eight/All at Sea
A watery adventure set amid an archipelago of small islands. It could involve pirates but then again maybe not.
That would be lovely theme. We could decide on one setting that would be more restrictive(like Moonshae Isles) or less(like "Seas of Chaos). Then we could make a campaign out of such "archipelago" with one hub module being for example ship at the high seas.
Moreover this idea could be expanded to "multiverse-a-day-keeps-boredom-away" or any other planar adventure(like the lovely Madness and Magic module).
Not to reveal too much about mine module idea:
Check.13 MwuHaHa
A module for camp (seemingly?) evil characters.
Chec.. wait, that depends how insane the player is.. so.. maybe?15 Jest a Minute
A deliberately humorous module. That's it.
Modifié par werelynx, 02 février 2013 - 08:34 .
#79
Posté 02 février 2013 - 05:47
But first with regards to stuff contained in your module file:
anything goes.
Got that?
Anything you can import into your module is fair game to use. The Gestalt Cutscene framework is a very good example of something that will be entirely unrestricted, AND encouraged that you use. More Cutscenes?! Yes!
Now about the brainstorm:
I like the list you've come up with, and I want to see more, not just from you, but from others as well.
A list like this does not mesh with all of my plans, but it does fit in well with the "Adventure Seed" idea for a challenge poll. I'm not excited about limiting every challenge to the results of an Adventure Seed POLL, but I do like it as the idea for the next challenge. So lets go for it. Submit your ideas for the first Adventure Building Challenge Poll to this thread one and all.
On Monday February 4th I'll put up a poll populated with a number of Seeds for an Adventure. The winner(s) of the poll will be the Adventure Seed(s) in March.
One caveat to this since we want to encourage continuity is that builders will have the choice to ignore the adventure seed(s) if they are continuing from a previous submission to the Adventure Building Challenge. I'm thinking that the prior submission need not be yours, but you will have to declare the module you are continuing from and gain acceptance of the creator.
These aren't finalized rules yet, so please chime in if you've got ideas to share.
Modifié par henesua, 02 février 2013 - 05:48 .
#80
Posté 02 février 2013 - 05:51
Zwerkules
*************************
Z is for Zwerkules. Appropriate since Zwerkules is the last Sponsor we are accepting prior to the March Challenge.
#81
Posté 02 février 2013 - 06:13
Woot! Z! Yes! :-)
<...up and down>
#82
Posté 02 février 2013 - 06:14
I can certainly envision a series of individual modules that represent the clearing of a city and surrounding countryside that are overrun with undead or some other terrible malady where each module is a certain contained set of areas but over time the entire region is cleansed. With further "episodes" the pc could return to a cleansed area where life has started anew with better gear in the shops and more/different sidequests.
Just random thoughts...
#83
Posté 02 février 2013 - 06:43
Tim.G wrote...
These modules should be like a TV series to the extent that there is closure at the end of the module but you can still "tune in next month" for continuing adventures.
Yes. That is what I was thinking. Thanks for expressing it.
#84
Posté 03 février 2013 - 01:49
henesua wrote...
One caveat to this since we want to encourage continuity is that builders will have the choice to ignore the adventure seed(s) if they are continuing from a previous submission to the Adventure Building Challenge. I'm thinking that the prior submission need not be yours, but you will have to declare the module you are continuing from and gain acceptance of the creator.
I'm glad to hear this, as I was planning on trying a series of modules in an overarching plotline for the history of a Persistent World I made but never launched. Either way, for the sake of the quality of this contest, I will always try to base my narrative around whatever Adventure Seed manages to win the poll.
#85
Posté 03 février 2013 - 02:12
Borrie BoBaka wrote...
Either way, for the sake of the quality of this contest, I will always try to base my narrative around whatever Adventure Seed manages to win the poll.
We'll have to work out a system of awards or something for you!
#86
Posté 03 février 2013 - 06:21
Time Travel - Self explanatory, I think. Your adventure has to involve time travel in some way.
The Real Anti-Hero - TSR, and I believe WotC, published an adventure where the players took the roles of the poor goblins that PCs routinely slaughter, I think something like this has some room to become interesting.
Shakespeare - choose a Shakespeare play, and either recreate it, or use it as influence for the happenings in the adventure. Language doesn't need to be Shakespearean, names can of course be changed, but the primary inspiration has to be a Shakespeare play.
#87
Posté 03 février 2013 - 09:51
Bio-Replacement - Take a scene/quest/chapter from one of the original campaigns and give it some loving attention.
Shakespeare Too! - Yes, Sir Adril beat me to this one (wise minds and all that), though I was thinking more of just using the title, or a corruption of a Shakespearian title as a theme, Merchant of Menace anyone? Who else could we plagiarise?
The Inheritance - perhaps an item or a property, family curses, the list goes on and on...
Into the Abyss - The planes of the Abyss are said to exist in infinite numbers (Though for those such as myself who cut their teeth on first edition there are a mere 666 of them!), perhaps we could set some ground rules and stitch a number of scenarios together into an epic Abyssal jaunt.
Drinking game! - I came across this idea somewhere on my travels upon the boundless seas of the interweb and it has been stuck in the deeper recesses of my brain ever since. Get a few friends, a few bottles of your favourite tipple, set your conditions, "Ha! Critical Hit! - down in one", and away you go. Of course this would be more fun if you are connected over Teamspeak/Ventrillo/Skype etc or even better for a LAN party! (insert all standard disclaimers here).
Hmmm, I seem to have smoke coming from my ears, this will have to do... for now!
#88
Posté 03 février 2013 - 11:54
16. Stop Frodo
Either the PC or an NPC has been tasked with destroying some magical artifact in the one place that it can be destroyed. Unfortunately the person who gave the quest is an agent of The Evil One and the artifact is the only thing stopping said evil being from ultimately triumphing. The quest is to somehow stop the bearer of the artifact without killing them.
17. Dungeon Keeper/Ghostmaster
Build a dungeon and stop those pesky adventurers from plundering it. Actually probably better as a multiplayer thing.
18. A Plague on you
The PC is tasked with eliminating a plague of creatures (rats, mice, ravens :innocent:, etc) and stumbles on a much greater plot.
19. Ten Terrains
The idea here is to construct an adventure set across multiple terrains that actually makes sense for it to be across so many.
20. Meddling kids
The PC comes across a town where all sorts of strange things are happening. The adults in the town don't have a clue as to what is causing this. In fact the only people who do are a group of teenagers and a talking dog. Highly suspicious if you ask me.
TR
Modifié par Tarot Redhand, 03 février 2013 - 11:54 .
#89
Posté 03 février 2013 - 12:00
Check.Sir Adril wrote...
The Real Anti-Hero - TSR, and I believe WotC, published an adventure where the players took the roles of the poor goblins that PCs routinely slaughter, I think something like this has some room to become interesting.
Couple of new ideas:
For kiddos: Make a module with children in mind. One that you would allow your kid to play.
Rejuvenation: Enchance and/or fix the bugs of one of the old community modules. The more known, more bugged the better. Like A Tragedy in Tragidor (Full). Add PRC or <insert your favourite overrride/hak here> to a module, make sure it does not brake it or makes it otherwise unplayable.
Finish Him: Ever found one-chapter module, that stops abruptly with a villainous Cliffhanger? Now is your chance to tell the rest of the story. Note you should use only old abandoned modules/series. Even if you don't finish the series then at least continue it, allowing next builder to pick it up. Examples:
- hpapillon Bardsong series (BardSong 1 - Earth and Sky & BardSong 2 - Fire and Water, the remaining plot is on the first page of comments)
- Rick Burton's Paladin Trilogy (Twilight & Midnight & plot of the third-Dawn: this forum)
- Thread at BSN Forums
class - Specific Week: Make a module tailored for a specific class. Less explored class, the better
EDIT: the forum does not like the word "class' starting with the upper case, sorry.
Modifié par werelynx, 03 février 2013 - 06:44 .
#90
Posté 03 février 2013 - 12:23
Borrie BoBaka wrote...
Personally I dislike the thought of doing themes for modules so that we get a very diverse and enriched selection of modules every challenge. It's great for the CCC because it gives a direct motivation of what to create, since those fine artists are working from scratch. We have a meta-theme: Make a compelling module, doing so however we can. And removing a restriction every challenge will make it all that much easier to create modules in a series, so that players may have even more of a reason to continue playing these modules. Imagine the game 'The Walking Dead', times about 8 or 9, releasing episodic content every month. That's what we're going to experience with this contest, and quite frankly I'm excited.
While I understand where you're coming from, I think this view a little one-sided, as not everyone will be interested or capabale of doing series and not everyone is the most creative when they get total freedom, for some, including myself, a theme or certain restrictive guidelines are actually motivating and helping them to get inspired. (The CCC has a meta-theme, too: Make useful custom content in whatever way you like. I don't really see the difference ...)
I'm not completely against literal themes like "plants" either. Granted, it sounds a little weird as a narrative theme at first, but I don't think the results would be boring; on the contrary, it could be most interesting to see what people make of this. In another community we had a challenge with the simple theme "House", that is build an adventure that takes place in a single building or revolves around a building etc. And it worked. Another theme was "Mystery", and that was both inspiring and vague enough to allow for all kinds of different adventures. We also had a community series project that was fun, where in turn each author would do an episode ending with a cliffhanger and then the next would take over from there. So I like the idea about allowing authors to continue the work of another.
Anyway, something that I find challenging would be an
*** One Area Adventure ***:
Choose a fitting tileset and then create one single area with it and fill it with life. The whole adventure has to take place in that area, no transitions to other areas are allowed (although transitions to the same one are fine). The inspiration for this comes from Sharona Curves' Skullington Falls module.
I'd also like the idea of class-specific module challenges.
Modifié par olivier leroux, 03 février 2013 - 12:30 .
#91
Posté 03 février 2013 - 01:08
TR
#92
Posté 03 février 2013 - 05:39
Edit: Serious Games - a learning/tutorial module. /Edit
Dungeon Keeper/One Area Adventure. With a little Jest/Mwahaha thrown in... Hmmm, you guys been reading my notes?
*scowls*
<...like mothra into the fire>
Modifié par Rolo Kipp, 03 février 2013 - 05:41 .
#93
Posté 04 février 2013 - 02:05
Tarot Redhand wrote...
18. A Plague on you
The PC is tasked with eliminating a plague of creatures (rats, mice, ravens :innocent:, etc) and stumbles on a much greater plot.
TR
Oddly enough, that ended up coming up in my adventure planning for this challenge. I dig it. I could do that a million times, it makes the low level rat hunt more appealing.
#94
Posté 04 février 2013 - 05:13
Referring to the mention of a "Plants" theme as an example earlier, I fail to see how anything that vague could be considered a restriction... Module set in jungle where the plants turn out to be sentient, Module where strange plants are evolving into mobile, homicidal creatures, Module involving a flower sacred to some tribe who are none too pleased at anyone tampering with it (Black Orchids or otherwise), a Module with considerable enviromental themes, a Module involving a privet hedge maze or a rose garden... I could go on and on and still miss lots of things...
Armed with an imagination, I don't see anything as being a real restriction just so long as we don't end up with "themes" like "Create a Module involving a mad monk walking through a desert calling cacti rude names before being attacked by bandits, jumping through a hole in time, being savaged by an alligator in a sewer before making an unlikely return to his monastery in time for evensong".
I can't imagine us all producing clone Modules just because someone throws a word like "Plants", "Death", "Farms", "Ocean", "Castle", "Dragons", "Hay Bales", etc, at us. Any single word concept can be warped, twisted and generally hit with bricks. I don't think we should get too hung up about this aspect...
Starts planning new Module, "Vengeance of the Killer Hay Bales of Greyfell Moor"...
#95
Posté 04 février 2013 - 05:15
#96
Posté 04 février 2013 - 10:46
Lyrical - a module inspired by a song lyric, or a group of song lyrics. The song need not be featured in the game directly, in fact, it might be better copyright wise if it's not.
Childhood TV Heroes - Maybe you're a Chip & Dale Rescue Rangers fan, or maybe you like Teenage Mutant Ninja Turtles, perhaps My Little Pony is more your style. The goal is to make a module that captures the feel of your TV show of choice in some way.
#97
Posté 04 février 2013 - 10:48
TR.
#98
Posté 04 février 2013 - 10:54
Sir Adril wrote...
Lyrical - a module inspired by a song lyric, or a group of song lyrics. The song need not be featured in the game directly, in fact, it might be better copyright wise if it's not.
Now I'm feeling like somebody is looking into MY notes. It's okay if you spy on Rolo, but to spy on me is the most grevious crime there is.
#99
Posté 04 février 2013 - 11:34
#100
Posté 04 février 2013 - 11:52
TR
Modifié par Tarot Redhand, 04 février 2013 - 11:55 .





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