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WYRM WARRIORS! Design a location!

Name: Caracal Oasis.

Type: Oasis in the middle of a desert, home of some friendly monsters/desert dwellers.

Biome: Desert

Character tie-ins: None, although people are more than welcome to use it if it strikes their fancy.

Relevance: The Wyrm Wizard has not affected it much, but the monsters around it have become terribly, overly aggressive, forcing a group of desert dwellers/friendly monsters to stay there for a time. Caracal Oasis is the only place where the Caracal fruit can be found, which is a highly gourmet delight as well as valued for it's healing properties, so Cherusta City often sends caravans here. However, since the uprise of the Wyrm Wizard, it has become a rarity and it's price has skyrocketed (this is the basis for a sidequest, if not then it can only be a nifty item that regenerates a person to full health). It may or may not house the secret entrance to the Sacred Temple of Siracusa, where the Siracusa Warmace rests. (Possible entrance to a dungeon, if not then another sidequest, if still not then a rumor.)

Description/other details: It is a gorgeous patch of green in an otherwise very drab dessert. The oasis is surrounded by palm trees, grass, and of course the Caracal fruit shrubs. The majority of the flowers that grow here are red, so it is also called the Crimsom Oasis, since when it is season, Fire Lotus bloom on it's surface and can cover more than 3/4 of it's area. Many animals, mostly lizards and other reptiles, make this their home, and it is protected from monsters by a natural outcropping of rocks from North to Southwest, while the entrance is slightly dipped into an otherwise forgettable rock formation.

If you need help with anything, like sprites for the Caracal fruit, the flowers or references for the layout, let me know and I'd be more than happy to help.

Town/Village game mechanic


That kind of reminds me of similar mechanics in Heavy Rain, and, more recently, The Wolf Among Us. It's a lot of fun to play, but when I think more on it, dialogue challenges might not exactly fit the theme of my game. Though if someone made like a detective/horror game or something, it could be fit really well. (I figure amazons might always resort to beating answers out of someone.)

This got me thinking about a reputation system more. I don't want it to become like a "good or evil" kind of thing, like in Infamous, but you could add that axis to add more options. For example, you're not very well known, but are known for doing good, which could open more options to you than if you're more well established and have a mixed record. Also I was thinking you could add to reputaition just by entering and exiting a town (raising it by a small amount), or talking to key figures. Getting well known could make shop owners want to give you bargains (or sell to you at all...), but could close options in quests, such as sneaking into a pub unnoticed.

Also Desertopa: Marauding Gorilla-Dragon! That's awesome, lmao!


I think that the entering and exit will be abused by players to get reputation the easy way. I am with Desertopa in implementing increase of reputation ONLY when the player talks to a character inside the town. Although my inner devil is saying to put an increase on BAD reputation if you enter and exit the town without speaking with someone (or using the inn or whatever). An anti-grinding measure, if you will.

Town/Village game mechanic

The fact that video game characters often see their "intelligence" spike through the roof over the course of their games, without a corresponding change in how they act, is also one of my least favorite invocations of Statistically Speaking, which is why I favor replacing it with a Magic stat.

Making options depend both on reputation and on stats is, I think, also liable to overcomplicate matters. At least in Eastern style RPGs, where the protagonists tend to grow comprehensively rather than in a few specific parameters you choose to focus on, once a character reaches a significant level, compared to an ordinary person, all their stats can probably be lumped together under the heading of "high." If the locals know you're badass enough to slay the Marauding Gorilla-Dragon, then the technicality of your Strength stat probably isn't going to matter to them.

I always considered INT to be more along the lines of "numbers of spells I know/weaknesses of the monsters/everything else that could be useful in a fight" than with the actual intelligence of the person in question, so it never bothered me too much. And, you also have to take into account not only how intelligent a person is , but also how they are socialized, similar to how Klingon Scientists Get No Respect; and what their emotional intelligence is, since there are plenty of Insuferable Geniuses as well as Gentlemen and Scholar kind of characters. As such, the important thing is about how consistent characterization is and less about the actual number of the stat.

However, I do agree with you that a having sidequest based on reputation and stats could get confusing. Maybe change the requirements to needing a certain reputation AND level before accepting a sidequest, instead of a specific stat.

Town/Village game mechanic

Expanding on what Desertopa said, a good idea would be to build the sidequest depending on how well respected your character is on that town, starting with a very minor and relatively easy sidequest (ex: find a lost toy for a child)and gradually move towards more complicated sidequest from more respected NPC (an herbalist asking for plants, the blacksmith for metal, and eventually the major!). If you really want to be coy, add a line like "I heard you helped 'X', could you help me too please?". That way you give the illusion to the player that their choices actually chain together, and you can use the same variable and everything!

Also, try it would be great to have "dialogue challenges", where instead of fighting, you are given a dialogue tree and you have to select the "right" choice to get what you want. You can base them on the INT, LUCK or STR stats (or your game equivalent), so the more intelligent your character is the more options they get (or less options they get, so they have a higher chance to get the right choice). EX: you have to get certain item from an NPC known to be a coward. You can Intimidate it (STR), Bluff him (LUCK) or reason with him (INT).

New game idea - looking for feedback and suggestions

The history buff could be able to use many different kind of weapons, and each of those are different in their own way: A spear can attack from a 2-or-3 block range, a morning star could be used against armored enemies, etc...

The Home-ec could be both offensive (using knives and needles to attack short-range) and support (cooking stuff to heal allies).

Biology could be used as a hit-and-run class: very effective when it connects (because it knows where to hit), but very fragile. Alternatively, his support would be constructed around figuring the weaknesses of the monsters (think Rise from Persona 4 or the Libra spell from Final Fantasy).

Math and cheerleading would be support classes, with math increasing the accuracy/potency of attacks and the cheerleader being able to give a second turn to other units.

Band member could be used as a buffer/debuffer, like playing really hard music to confuse/scare enemies, etc.

Question: Jocks are going to be once Class or are there going to be classes for Baseball, basketball, rugby, etc?

Looking for inspiration for events in my world

Is the condition of the main character product of a curse? Or is it some kind of twisted "blessing" a Deity gave him? Did he select it voluntarily? If so, why? Can the condition be lifted? Each of these questions can form he basis of the Main Quest for the Main Character; since a "go get the cure of your course" would play radically different to a "If you lift your blessing, MalonGod will be EXTREMELY DISPLEASED with you".

You talked about a True Ending, pick apart what decisions lead to it and what would be the outcomes of the opposite decisions (obviou, but better safe than sorry)

The "Lone Madman" might have a condition similar to the one of the hero, but instead of having to hunt monsters he had to be a justicar. Eventually, because there was too much crime, he couldn't keep up with his condition and it consumed him. Also, since he is so powerful I doubt any of the other factions (Specially the Evil Nobles, the Dictators and the Vanguards) would leave him alone.

The Vanguards might be Well Intentioned Extremists, with some pure good upholding the vows of the organization, some bad using the organization for their own ends, and anything in-between.

Making Stats Matter More (than just hitting shit real hard).

I love stats that let you not only get better at battles, but also affect the world outside battles; like they did in Planetscape Torment, where if you have high Wisdom and Intelligence you can get through the whole game without having to fight, and gives you extra dialogue options. Also, one Visual Novel whose name escapes me at the moment had a timer to pick options, and if your intelligence was high, extra options would appear sooner, giving you different outcomes.

I'm working in something like what Desertopa said, in certain parts of my game there will be checks for a certain level of strength, luck and agility; which will affect the game outside battles.

post-apocalyptic Story

Well, since you don't mention anybody else with him in the shelter, he might get out and start with a simple quest to try and get food and water; but then he finds that he's too weak alone to fight against the mutants and so he joins a group of survivors. However, after two years in total isolation his social skills have atrophied and now he cannot connect with people in a meaningful way; or optionally he might have gone a little crazy in isolation.

You can also go with the story that he is looking for his family/friend/loved one, whom he lost contact shortly before the follout.

Just remember that the first priority for your character should be survival, since he is in an "After-the-end" setting. Also, what about the other countries in the world? Were they bombed too, or are they fine? If they were not bombed, why aren't they invading Nomad?

Are achievements a poor way to increase game length?

I personally like achievements that lead me to hidden content in the game; or which give me something USEFUL inside the game. What I don't like is the kind of achievement that are "Kill Y enemy X times", if that specific type of enemy is ridiculously hard to find AND out of the way of the main quest, because that is just disguised grinding and a way to cheaply increase the length of the game.
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