Hello everyone!
I am wondering about a story idea that I've been working around in my head, if it will be workable (Note: I haven't done anything in RM yet. I'm just working through story details atm...) So here goes...
The prologue begins with a choice of three characters/plots, each of which will have some quests / immersion into the story world itself. The Priest must investigate issues re: a village under the care of his monastery; the foreigner is teleported from his world (modern) to the world of the game, and must navigate his way around; and the princess must escape the city with one of her guards because of a plot on her life.
At the end of each "prologue" story arc, the protagonists and their companions are thrown into prison. Chapter 1 begins with the escape attempt, which involves everyone. Included in this would be some racial tension, as certain supporting PCs dislike each other because of their ethnicity/species. In addition to the rest of the game solving the issues behind each of those plots (and something more sinister, which I am still working on), I was thinking that part of the game would also involve the re-building of a "home-base" / fortress (including developing a small militia), which would help in that final quest.
The parts I am wondering about are these:
1. When they escape, would it be more interesting that they fight their way out and make the prison into their new "home-base", or should there be some kind of "hidden teleporter" that allows them to get away to another location, which may be dangerous in itself and needs to be cleared / repurposed against worse evils?
2. Regarding plot, I was thinking to either a) allow the player to play all three prologues, then choose the "primary character" afterwards (based on their preference, which would mean that the quests later in the game and the main direction would follow the character later chosen), b) jump from character to character (which helps for macro-plot, but not so much for character development), or c) only play one story at a time, but with bonuses for clearing each story (like giving important bonuses for the final point, kind of like certain visual novel games). Which do you think would be better from the player's perspective?
I am wondering about a story idea that I've been working around in my head, if it will be workable (Note: I haven't done anything in RM yet. I'm just working through story details atm...) So here goes...
The prologue begins with a choice of three characters/plots, each of which will have some quests / immersion into the story world itself. The Priest must investigate issues re: a village under the care of his monastery; the foreigner is teleported from his world (modern) to the world of the game, and must navigate his way around; and the princess must escape the city with one of her guards because of a plot on her life.
At the end of each "prologue" story arc, the protagonists and their companions are thrown into prison. Chapter 1 begins with the escape attempt, which involves everyone. Included in this would be some racial tension, as certain supporting PCs dislike each other because of their ethnicity/species. In addition to the rest of the game solving the issues behind each of those plots (and something more sinister, which I am still working on), I was thinking that part of the game would also involve the re-building of a "home-base" / fortress (including developing a small militia), which would help in that final quest.
The parts I am wondering about are these:
1. When they escape, would it be more interesting that they fight their way out and make the prison into their new "home-base", or should there be some kind of "hidden teleporter" that allows them to get away to another location, which may be dangerous in itself and needs to be cleared / repurposed against worse evils?
2. Regarding plot, I was thinking to either a) allow the player to play all three prologues, then choose the "primary character" afterwards (based on their preference, which would mean that the quests later in the game and the main direction would follow the character later chosen), b) jump from character to character (which helps for macro-plot, but not so much for character development), or c) only play one story at a time, but with bonuses for clearing each story (like giving important bonuses for the final point, kind of like certain visual novel games). Which do you think would be better from the player's perspective?