I'D LIKE OUTSIDE OPINION ON THE MERITS OF SOMETHINGS

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I was writing some story and working on a game for RMXP several years ago (I believe it was roughly 7-8 years ago.) I lost the work I put into the game, but I managed to keep a rough introduction to the storyline and an outline of some of the combat engine intact. I wanted to post it here to get feedback on the ideas and their validity, to see if they are worth pursuing or using again in another project.

Storyline
Introduction:
Elf kind began with a discussion about the perfect world; the two Gods – one for technology and the other for nature - had opposing views on what a flawless existence was. So a competition was proposed; the God most successful in physically creating a perfect world was the better God. When the Technological God’s world failed, in His rage and bitterness, His presence began to leak into the other world. Though at first His presence was minor; creatures becoming more violent, volcanoes appearing, people rebelling, His influence becomes more and more evident as time wears on, mainly in the form of an Empire based on amassing wealth which has expanded over centuries. In their culture to date, there is a prophesy that the Gods will soon appear as elf and fight for the fate of all.

Story So Far:
Once in a happy marriage, the irresponsible Brocc? n changes after being plagued with money problems. Seeing a way out, he becomes a pirate and not only turns into a criminal but also a bitter, volatile man. Being away at seas for months or even years at a time, and acting crudely the short time he is home drives his wife, who is in solitude since Sìleans despise pirates, into an affair that leaves her with twins Aislinn and Risteard. She is deathly afraid of his reaction should he come home so she plans her escape to the mainland, waiting for the day that news of his return reaches her. After eight years, reports of his ship coming to port are heard, but money problems have continued throughout his absence and she can not leave with both children. In desperation, she gives Risteard up to the Chief of Síleas who recently lost his son and flees to the continent with Aislinn.

The ship, however, is poorly maintained and the unsanitary conditions kill Aislinn’s mother only a few days into the voyage. Even more unfortunate is that the seas are plagued with pirates and the ship is taken over, its supplies stolen and everyone killed with the exception of Aislinn who is taken under the wing of the rogue pirates because she is so young. Although crude and vulgar, they try their best to raise Aislinn, but she is still shielded from them and the more serious actions they commit by Donahue, the youngest of the rogue pirates who, fifteen at the time, teaches her the skills and the morals she will need one day to leave and start a proper life on land. After ten years the pirates are getting older and decide to set up a home base, finding themselves at Síleas, although Aislinn does not remember it.

Here, the rogue pirates are outcasts and have minimal contact with the townspeople, so they live on the outskirts of Síleas, left awed at the Sílean’s mighty magical abilities. Aislinn almost has immunity to the pirate treatment though because the townspeople see her innocence and are afflicted by their decision to not help a woman that was trapped in a marriage to a pirate many years before. Because of this and the fact her pirate family leave for journeys without her now, she finds herself growing apart from them and spends her time studying magic, geography and languages and wandering all over the island with a dream of traveling again on her own accord.

One day the rogue pirates are approached by the Síleans and are asked to help stop the industrialization of the island. Apparently the Chief of Síleas signed a document that sold the rights of the island to Emperor Raghnall of the capital city, Elgin, on the mainland. For exchange of a lot money the pirates promise to protect the island from incoming ships from the mainland, but they then also demand to be taught magic. Before they agree to this, the villagers also ask them to send someone to Elgin to try and reason with the Emperor; Aislinn jumps at the chance because she sees her opportunity to start her journey to find her brother. Donahue agrees to join her - the safest thing to do since he is still young and unknown to the Emperor’s fleet.

As they leave, they are befriended by the Chief’s son, Risteard, who also wants to join them. He expresses his disgust at his father for taking the island for granted and his desire to set things right, so the three of them head to the mainland and towards Elgin.

Along the way, it’s established that Risteard is not much of a fighter; he’s actually a bit of a coward and relies on Donahue and Aislinn to defend him. But there’s something the Chief’s son is hiding, he acts slightly suspicious, but it’s something neither of them can quite pin, although they don’t spend a lot of time trying to figure it out between fights with local creatures. Also on their trip, Aislinn notices the ever expanding gap between the once inseparably close relationship with Donahue which hurts dearly because she thinks she loves him.

It’s when they arrive in Elgin that things get interesting. Risteard leaves them right away without telling them why, and Donahue and Aislinn are left to try and to get an audience with the emperor. It happens to be easy to see the emperor; when they state their place of origin, they are immediately met by Emperor Raghnall’s consul who lets them stay in the castle until the emperor can see them.

The Emperor takes days to see them though, and Risteard has been missing since they arrived in Elgin so Donahue and Aislinn are left confused and speculating.

Characters

> Aislinn Sileas
A gifted and highly intuitive mage, she has a natural connection to the planet. With a strong desire to find her lost brother, she travels the world with a band of pirates whom adopted her in her infancy. Her growing feelings for one of the rogues, Donahue, keeps her close to the repulsive gang. Distrustful and occassionally violent, Aislinn proves qualities of intelligence and leadership.

> Donahue Morgan
A traditional man. Fifteen at the time of Aislinn's arrival, he is now ready to settle down at the age of twenty five and marry. He sees Aislinn as a little sister, or even the daughter he plans to have. He is willfully blind of Aislinn's crush on him, yet maintains a close relationship. He has a strong sense of duty and obeys the laws of chivilry to the finest detail.

> Risteard Mael-Duin
Convinced he was abandoned by his mother, Risteard uses his bitterness to fuel his ambitions of power. Growing up in nobility gave Risteard access to high education, although it is apparent at an early age that he has qualities far beyond his age: Charisma that could charm a God, and a third eye that can pierce centuries forward into the technological future.

> Aegean Muiredach
To restore the reputation and assets of his noble heritage, Aegean strives and succeeds in being recruited as a Knight of Airgialla; an elite, highly-trained assemblage that serves only the empire and protects it and its people from any threats, including the Emperor. Against his upbringing, Aegean is always conscientious of how poor his family is. Stemming from that the girl he has feelings for is looking for only a wealthy suitor, and that society is obsessed with wealth. He's an emotional, romantic type. Looking for an idealistic, no-matter-the-cost love that's faithful until death. Despite the fact his head is usually in the clouds, Aegean knows how to be seriously bad ass; his abilities extend beyond his training due to his natural talent with in combat.


Combat
Adrenaline System:
Adrenaline gained by attacking
Adrenaline gained by being attacked
Decreases over time
Adrenaline Based Skills
Adrenaline Augmented Skills

Status Effects:
Adrenaline Lock (sets max adrenaline to value of adrenaline at the time of cast)
Adrenaline Zero (Adrenaline =0%)
Adrenaline Rush (Adrenaline +50%)
Adrenaline Calm (Adrenaline -50%)
Command Lock (Locks command options such as fight, defend, escape, item, skill)

Domain Effects:
Underwater (Fire damage nullified, lightning attacks all, water damage enhanced)
Swamp (Each turn chance to poison characters, air attacks chance to poison)
Mid-air (Air attacks chance to stun, earth attacks nullified)
Mountain (Earth attacks stronger, earth attacks chance to cause avalanche attacking all)
Seaside (Water attacks stronger, water attacks chance to cause wave attacking all)
Blessed Ground (Cures stronger, evil attacks nullified)
Magic Barrier (No magical attacks. Element damage nullified)
Night time (Enemies more vicious, stronger enemies)
Day time (More tame enemies, weaker.)

Enemy Intelligence:
Enemy group to attack based on character levels (Lv2 wolves won't attack Lv5 parties)
Makes areas continually difficult up to a point where enemies stop attacking.

Actors
Two "classes". One is Magic User one is Item User (determines battle commands).

Magic Users:
Have a set amount of Potential
Each skill requires a certain amount of Potential
Potential Limit increases as you level
Certain combinations of skills weild bonus skills
> Example; if Fire is equipped and Sword Cut is equipped, you can use Fire Sword.
Amount of Potential required is based on effectiveness of the spell, and its type.
Spell Types = Magical, Adrenal, and Augmentable.
Amount of AP goes in that order.

Item Users:
Have a set amount of items able to equip before battle (default = 3)
In menu you set which items you want to take with you into battle
You can set the same amount of items multiple times
> Example; Item Belt = Potion, Ether, and Elixir. It can also be Potion, Potion, Ether.
You only take one of each item into battle for each in belt.
If that item no longer exists in inventory (amount of Potions = 0), you will automatically take an extra of the next item in the list.
> Example; Item Belt = Potion, Ether, Elixir. If Potions = 0, then you'll take Ether, Ether, Elixir.
Some items can't be taken in battle (like Books and quest items)
Weapons/armor can be taken in battle. If they are, you can change your equipment by using them
> Example; Item Belt = Wood Sword, Helmet, Potion. If you select Wood Sword, you equip that and put your current weapon "Stick" onto the belt.


Any thoughts on the matter, and such, would be greatly appreciated. I remember having the story written out to being what I figured would end up as a massive scale RPG. I remember vague bits of it but not enough to be able to remember exactly how it went. Anything beyond the premise and what is written would likely have to be re-written from scratch.

The Combat System I think is neat. The Adrenaline system could easily be replaced with the TP system in VX Ace, with a few modifications. The Item User/Magic User distinction would require some work but not too much. I think it has a lot going for it, but Item Users would need to be balanced to shit because not having a lot of skills (they'd likely at least get one battle command other than Fight) they would get boring and likely be really underpowered. I'm sure that could use some work.

Anything else?
Dudesoft
always a dudesoft, never a soft dude.
6309
Make this game!!!
What if there are other perks and disadvantages to night time? Like everyone has 10% chance to miss, or increased Adrenaline during night?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Usually when I see a story synopsis I sort of skim over it with glazed eyes and try to find obvious plot holes or horrible tropes that I can point out. I started doing that with this one, and then after about sixty seconds I realized I was no longer reading it for your sake, I was reading it because I wanted to know what happened next and I wanted to learn more about the main character. In a fucking synopsis! Your synopsis is more engaging than half the games I've played. You are doing something right. I was way more interested in the pirates and the girl than in the politics, and would enjoy it if her situation with them were a key focus of the game. I hope you plan on starting the playable part of the game as soon as she joins their crew, instead of making all that be intro or backstory and starting the game after she leaves the crew. It would be a terrible waste.

The gameplay ideas also sound pretty sweet. I really like the domain effects, they help change combat up as you enter each new dungeon, and they add pretty interesting effects instead of just +10% fire damage. Would adrenaline skills be considered magic, or would you also get adrenaline skills in addition to your items/magic? I hope they'd be seperate because three or four or five skills doesn't allow for much in the way of tactics once combat starts. And items don't feel like they'd allow for hardly any tactics at all if they're mostly just healing; you probably are gonna want to give them as much variety and complexity as magic, or else let all characters switch freely between the two classes. I like the core idea of the magic/item classes, it's interesting and unique, but it might take a lot of work to make both classes fun.

If you decide to make this game, let me know and I will definitely subscribe to it. It is worth my time.
LockeZ: I think for Item Users, they will have a selection of utility skills that use Adrenaline as their fuel exclusively. They would have flat Adrenaline costs, and some would be able to be augmented by adding additional adrenaline to the attack. I actually am not sure what I was thinking when I was designing this, having item users have no skills! What a silly idea.

I couldn't have the characters switch between classes. Magic is an innate ability, not something that anyone can learn.

I appreciate the comments about the story ^^; I had help working on it from another RM user (ValentineEnigma at the time) and an RL friend. I think you are right, though, LockeZ. Even if I just make a playable demo/proof of concept that plays through the back story and then make the long epic storyline afterwards.

Dudesoft: Those Domain Effects are rough outlines, just based off what I could do with the Domain Effects script I made for RMXP. They definitely need revision. There isn't even one that makes Fire skills any better.. although that was likely on purpose I have always felt Fire Magic is slightly overpowered and doesn't need much more powering (that is a game-specific generalization though of course.)
I was hoping that I could get some additional feedback on this. Even minor comments, questions, criticisms. I am seriously considering utilizing at the very least some of this work and would love some more discussion on it to help me get thinking.
The Gods part, I don't like it. I've never liked the idea of Gods locked on a pissing contest... If that were only part of the game's mythology then it would be fine, I guess. But as part of the actual cosmogony, I think it detracts from a serious/mature/well thought-out story, which I believe this one to be. Of course, if there's more to it than you're ready to talk about, then I'll withhold my judgement.

I don't like the fact that the mother dies either. Maybe is the way it was narrated on the synopsis, but I felt like you were on a rush to kill her, because "all heroes are parentless" or something. Also, the fact that only Aisliin survives the pirate raid, felt a bit too convenient as well... I guess none of this really matters. But smoothing things out to make them more believable wouldn't hurt either.

One last thing. If both, Aisliin and Risteard are aware of their 'situation'. (Aisliin knowing she has a brother somewhere that their mother had to leave behind. And Risteard having memory of his mother's abandonment. And probably memory of his sister as well.) Wouldn't they recognize each other upon meeting? Or wouldn't they feel some kind of connection between them? Or at least talk about their similar experiences? - Well, I guess it's safe to assume this is what the game is going to be about, at least at the beginning. But I guess my main concern is how early and how well this 'revelation' it's going to be delivered. I think is best if you resolve this kind of plot as soon as possible and then focus on something else. If you drag this for too long, the player will only go: "I knew it! I knew from the beginning! You were the only ones who didn't knew about it, you numskulls!" ...God knows I've felt this way, way too many times while playing RPGs. -_-

Regarding the Domain effects. It feels kind of unbalanced. I think the setting of your game will give an unfair advantage to elements like Water. (You mentioned volcanoes at the beginning of the synopsis, but I don't know how recurrent are they going to be.) If this is because you think fire magic is overpowered in games, just don't make it overpowered in yours. But you should aim towards balancing all elements fairly. Anyway, I think the Domain effects list is just incomplete, so, nevermind.

About the classes. If magic is truly something that "not anyone can learn" Wouldn't that force non magic users to become mere support-type characters? Throwing potions and stuff? Magic users would clearly have the advantage, being both magically and physically competent... Am I making any sense here? Why I'm trying to say is that having at least three classes: Magic users, Items users, AND Weapon users, seems the 'logical' way to approach this; specially on a setting full of pirates.

On the subject of Item users. Please don't do that thing of having to set your items before each battle. I hate to do that in games. It's kind of a chore, and sometimes I just neglect to do it. Just let Item users have a free access to the inventory. I don't think that would affect too much the sense of realism of the game, specially if you don't have 99 as the maximum for each item. Oh, an let them use weak magic attacks in the form of scrolls, or maybe use traps or something? to make them more useful...?

Whew, I wrote quite a bit. But hopefully I'll be able to help you some with these ramblings of mine. Heh;
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=alterego
One last thing. If both, Aisliin and Risteard are aware of their 'situation'. (Aislin knowing she has a brother somewhere that their mother had to leave behind. And Risteard having memory of his mother's abandonment. And probably memory of his sister as well.) Wouldn't they recognize each other upon meeting? Or wouldn't they feel some kind of connection between them? Or at least talk about their similar experiences? - Well, I guess it's safe to assume this is what the game is going to be about, at least at the beginning. But I guess my main concern is how early and how well this 'revelation' it's going to be delivered. I think is best if you resolve this kind of plot as soon as possible and then focus on something. If you drag this for too long, the player will only go: "I knew it! I knew from the beginning! You were the only ones who didn't knew about it, you numskulls!" ...God knows I've felt this way, way too many times while playing RPGs. -_-

Oh man it's bad enough when it's just a really obvious plot twist - when it's actually been spelled out for the viewer and the characters still spend a long time not knowing it can start to get really bad. Like in general I'd say to leave them in the dark long just enough for one good wacky antic, and then have them realize and be like "OH MY GOD I WAS ABOUT TO KISS YOU" or whatever. Or maybe kill instead of kiss, if wacky antics aren't really what you're going for.

What you probably don't want is for the player to feel like the character development is unable to move forward because even the most basic level of character development of finding out key facts about each-other never happens. This mostly happens in long-running TV shows and comics where they are intentionally trying to stall and milk the series without changing a working formula (e.g. season eight of the same unrequited love triangle). Even if that's not what you're doing, that's probably what it's going to feel reminiscent of unless you do something really unusual.

I guess I assume you are using this situation as a catalyst or plot device to allow for some specific event later in the story. Hopefully you can make that event happen pretty quickly after the player learns the truth.

I do think it's kind of sort of super ridiculously unrealistic that they'd recognize someone they hadn't seen since they were eight years old, even if it's a twin sibling. It's gonna have to be like a family memento or something that triggers the recognition. A photograph of their mother, maybe?
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