kvachu wrote:
Red Soul wrote:
I worked on RM projects a few times on the past, always had great ideas but I was always barred on the implementation phase
and with no real outside support things usually waned. Still I find it could be fun to try and I'm open to that.
And that is the problem with RM. It's very hard to do something with it ALONE. Of course I could do some project and a lot of people do, but what are those? Some poor "crystal collecting" and "save the world kick the bad dude" games? With poor plot and everything. But a bigger team with reliable leader can do(I think) something good.
That's why it's still only an idea, because first few guys have to really want to work together.
Of all of the stories ever written in the world, a (fiction) writing college professor I turn to for definitive guidance regarding the craft of professional writing has stated something along the lines of the following:
Only about three dozen basic plots exist. Everything written either follows or is a variation of these plots.A story begins with a viewpoint character being introduced in the first paragraph of Chapter 1. In that same paragraph (two paragraphs, at most), the viewpoint character undergoes an experience that changes the status quo of his life. The author introduces a problem that makes the reader feel uncomfortable. The resolution of the problem is obvious after that first paragraph, and the story must conclude with that obvious resolution. The story has a beginning, a middle, and an end. Those segments should be written from an outline. As the story progresses, the viewpoint character will appear to suffer irreversible setbacks and obstacles that propel him further from the obvious resolution, when, in fact, he is making steady progress. This is the basic "trick" of professional fiction writing.
A world-threatening event - thwarted by an unlikely hero who is thrust into a life altering situation by fate and must succeed against impossible odds - is one of those basic plots and probably the grist of 99% of the RPGs out there. We can laugh and roll our eyes at that most basic plot, yet we are only belittling ourselves, because that is the very plot that drew all of us into this genre.
This is why I would want a committee to draft a premise, plot with an outline, and a flow chart of players.
Let me define premise: If using the basic RPG plot above, one premise is that a lad of modest means could emerge from the woodcutter's shack in the forest and somehow master weaponry, sorcery, leadership skills, military tactics, and global strategy to defeat an evil inter-stellar foe that is capable of destroying the whole universe. Whether the lad is descended from aliens and possesses undeveloped sentient super powers or is the cast off progeny of a pre-eminent warrior king who is frozen inside a block of ice is merely a detail.
And whether the adventurer collects crystals, runes, or eight scattered pieces of a previous monolithic-planetary-oxygenator is also unimportant. Whatever we would choose to call our sub-quest icons, the plot elements should be built around segments of the saga that we clearly identify. Something needs to serve as a central focus that spurs the reader (player) forward. A good sub-plot is to have the hero lose all he's gathered at some point (such as Boozoo and company making Farus collect the Seals twice in Lennus-II). Eight is always a good number for Tolkien-style quest segments because pagan societies were usually fixated on variations of erroneous elements such as fire, water, earth, wind, metal, light, sky (heavenly bodies) and darkness (void).