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| Noria Development Discussion | |
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| Topic Started: Jan 14 2014, 07:30 PM (207 Views) | |
| Eleytheria-Duo | Jan 14 2014, 07:30 PM Post #1 |
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Resident Bystander
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For newer users who have no idea what the hell Noria is about, please see HERE (Link). I haven't forgotten about Noria or its development. Its just coming along very, very slow... I'm starting this thread so I can still keep the other one specifically for updates, and this one to interact to questions/comments. Additionally, I would love to see conversation about what people would like to see in the game and what they don't want to see. Any form of discussion about RPG's, especially if its related to Noria's world, might allow me to see something from a different, better perspective. Anyway, you can blame a lot of things for the snags I've been having, but they all still point to me (I am the only one developing the gameset right now, so if I get distracted- Pouf.) Ken, Faye, Jez, Stiofan, none of them are currently active in Noria development. Since the maps are coming along rather well, and I've been working on the history of the various Countries around the world, I've put substantially more thought into the story and what will eventually be the "Campaign." More specifically, the Campaign I was working on had 3 paths: One for Good, one for Neutral, and one for Evil. My ultimate goal was to deliberately run the course of the Campaign in parallel with the paths, making sure the actions of one affect the other, but without Good players ever directly confronting the Evil players (or vice versa) unless they *intentionally* seek out a Player versus Player engagement. Basically, if there's two player parties, one Good and one Evil, they'll never meet via the Campaign because none of the missions will put them on a deliberate collision course. They might, however, receive a mission to address the past success/failure of the opposing party. Some of the gritty bits... If a party fails to keep a Mission critical character alive (VIP for the Campaign), the plan is/was to retconn the event prior to whatever encounter resulted in that characters death. This can also be done with player characters, giving you guys a safe way to fall back if you get unlucky, or otherwise do something unreasonable within an encounter. I still have a ton of work to do on how the progression paths work, since characters participating in the Grand Campaign will likely enter it from different continents. Lysenian players will eventually go to Kharnon and vice versa, before the paths merge the two same-aligned parties in Vjordlund (The first opportunity for direct interaction will be in the Emerald Isles, however.) I'd post more on what's going on, especially about the massive wall of text that Lysenian lore has become, but I'll refrain for now. Just letting you guys know, development never stopped. |
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11:47 AM Jul 13