Feb. 19th, 2008

zwol: (commedia dell' arte)
As mentioned in the first of these posts, one of the biggest things I'd like to experiment with in a new roguelike is the setting and plot. In particular I don't want the plot to be a big MacGuffin hunt. Responding to that, Leonard correctly pointed out that Nethack is a MacGuffin hunt because it has no plot, and outlined some possibilities for doing something about that. In this post I'm going to outline the sort of plot I have in mind and how it might mesh with Leonard's suggestions.

The game begins in a country not unlike that of Hope Mirrlees' Lud-in-the-Mist. Read more... )
zwol: ((mad) science)

Basic flavor elements:

  • magic is wild; somewhat unpredictable, from the heart as well as the head
  • The High Elves were Not Nice. I'm thinking more like Pratchett's depiction than e.g. Michael Moorcock's. Also, they're all dead.
  • from Earthdawn: putting back together a very broken world
  • keep the horror subtle, though (rugose, squamous ascii art! ha.)
  • references to high fantasy kept small - mob monsters ok, plot monsters not
  • take plot monsters from where? perhaps mythology?
  • references to real world should not be exclusively European
  • e.g. Chinese dragons, not European (also, dragons are much too badass to fight)
  • steampunk technology is fun and could add interest
  • high technology doesn't fit, though

Fun stuff:

  • Ursula Vernon wombats and weird fruit
  • Secrets of the Gnomes gnomes
  • Nomadic carpet makers? Flying!
  • Non-Euclidean overworld map
  • ...gets more Euclidean as the plot advances?
  • Jelaza Kazone-type sapient trees
  • At least one type of magic done with bells.

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