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What's cool about owning a house? (RPG)

Started by February 22, 2005 03:30 AM
32 comments, last by Wavinator 19 years, 11 months ago
The idea of the epic generational RPG springs to mind... with the house as the focal point.

Game starts with typical wandering hero. Hero slays kills stuff, amasses loot, marries his princess, settles down in a shack at the edge of the woods.
Cut forward.
The player now takes the role of the eight year old son. Has a few adventures around the house. Fathers stats affect sons stats.
Cut forward.
Son is grown, inherits some of his fathers equipment and leaves to find adventure. May revisit some of the old places. Game ends at the same point where it started, only a generation later.

Of course this in no way implies that the story has to be told in that sequence - The little boy could for example ask his father about that sword there on the wall, then the tale is retold...

The house would be the one element that ties all the sub-stories together - Each achievement affects the house, lets it grow or change.
Quote:
Original post by Hase
The idea of the epic generational RPG springs to mind... with the house as the focal point.


This idea has so much amazing possibility. Again, it touches on the whole "making a lasting mark on the world" concept, which I think is very attractive to RPG gamers.

I'm seeing the house as needing to generate a lot of things that are community / world related to make this work, though. The house as magnet for those in need, or as generator of some resource that a settlement needs. It should be possible to expand it, but I imagine there needs to be some stopping point. Otherwise, they'd create some huge, endless mansion as they went from generation to generation to generation.

And this doesn't even begin to touch on the idea of multiple houses. [grin] I like it, but it could quickly get out of control.
--------------------Just waiting for the mothership...

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