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a new kind of adventure hero: fantasy city tavern

Started by May 13, 2002 10:37 AM
5 comments, last by declspec 22 years, 7 months ago
i hinted at one of my ideas in another thread. but heres a proposal for the content of a game. for story: in our D&D campaigns we often either owned a tavern or patronized a tavern. for new technical elements: i propose a new kind of RPG where the heros are simulated people. along the line of the Sims. the game idea is that the character inherits a tavern in the middle of a bustling fantasy city. the game play would be simular to sim hospital. in that running the tavern would be part of the game too. but expansion of the tavern would be the hook into adventuring along the lines of local politics/ hidden city dungeons. their would be a web of intrigue as the player sought to expand his tavern and deal with fantasy story lines that emerged. noting that inside the tavern is a simulation of a tavern. and outside its a simulation of a city via the Sims type thinking. and some good old fashioned story line. something more then your typical hack and slash. im still fleshing out the idea.
Seems like an interesting idea... The important thing is how these two key-elements of the game will come together...

If they are totally independent of eachother nothing will make you play the game instead of cutting down the playtime between baldurs gate and the sims =)

Just something to think about

/G
---GUI Programming Division Manager at Wildfire Gamesworking on the 0 A.D. project
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good point. after you said that i saw what your saying. dont forget i even added the act of running a bar in line with a simhospital type theme. it is distracting if it wasnt done with a masterstroke.

clearly some of these ideas have to go! i still stand with interesting for a model is an rpg where the characters live in the world around them. but *hand waving* without details doesnt work to much does it =)



I think it ould be interesting to have multiple taverns or buildings in a city, and you could choose one and follow that buildings life and the story that would be encompassed within it.

For Instance,

Lets say you pick that tavern, now you could price it and depending on what you priced it at, someone would buy it. What someone would then be your story choice (differnt people will buy at differnet prices or somehting). From there maybe you take the part of that person and have the option to explore, but the main tavern is the center of the progression in the game. Maybe with that character you start an argument with local compition and he tries to burn down your tavern. Got Insurance?

lol

Sorry, that''s just what came to mind when I read your post, don''t know if it helps expand the possibilites but,

my 2 cents are free today only!

peace

-Sage13
Boy, I like this!

(that''s all... just wanted to quickly let you know that I like it)
You either believe that within your society more individuals are good than evil, and that by protecting the freedom of individuals within that society you will end up with a society that is as fair as possible, or you believe that within your society more individuals are evil than good, and that by limiting the freedom of individuals within that society you will end up with a society that is as fair as possible.
Hey, what about...

* You''ve got to go into the sewers to recover a stash of fine ale stolen by bandits

* You''ve got to defend your foodstocks from really smart rats (and solve a puzzle for an intelligent rat king who''s actually a good guy)

* You have to chose whether or not to harbor rebels

* There''s a murder in one of your rooms, and you discover an item that the corrupt police don''t know about

IOW,

Not just is there management, but there''s a wide series of events that hit (like the tornados and fires in Sim City) that have to be solved in a more traditional cRPG fashion.



--------------------
Just waiting for the mothership...
--------------------Just waiting for the mothership...
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think i would change the story. its your sister''s bar. she inherited it your the adventurer type. only shes having trouble with the locals.

i was also thinking you could have social/economical tangled consequences.

for example,
at the start of the game protection to the locals thieves guild would have to be paid. one day though you might be able to adventure to unsurp this control. not paying might result in unsavoiry things going on in your bar.

also all patrons exist on some faction. if you were trying to work away from a rowdy rep. and some unsavoiry types were making trouble. you would have to weigh the economic risk against the social consequences if they are well connected unsavoiry types.

as for adventure. expansion of the bar might have involve convincing a neighbor to let you knock out a wall. the neighbor wants to move actually but some adenture need is stopping her. she will sale if you help her with some city adventure. however, there is also a merchants guild who wont let you just expand. you will have to do them a favor or break their power.

the city exist as a tangle of competeing social/political/economic interest. the story ends with bloodshed of course and your sister is resonable certain that the little whole in the wall is a reputable stable establishment.

perhaps better represented with a good old fashioned rpg game.

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