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CA GC Musings

PostPosted: Sat Sep 11, 2010 2:30 pm
by Chainsaw Aardvark

Re: CA GC Musings

PostPosted: Tue Sep 14, 2010 5:46 am
by vulpinoid
Why not combine these concepts...?

People come into the city to heal their bodies at the expense of corrupting their souls and minds...but people leave the city and head out into the desert to burn the corruption away from their souls at the risk of permanently burning their flesh and damaging their bodies.

Caught between two extremes, characters must choose when the risks to stay outweigh the risks of leaving.

Just an idea...??

Re: CA GC Musings

PostPosted: Tue Sep 14, 2010 2:42 pm
by Chainsaw Aardvark
Thanks for the idea. Not that my projects don't get bogged down anyway, but it always seems like the ones that I try to go for indie sensibilities are the first damned to development hell. Token pools and time limits were just concepts, but a bit less likely.

A character sheet with four overlapping circles as a sort of ven-diagram between the attributes seems like a novel innovation. Instead of writing anything down, stones/tokens would be the indicators, and can be shifted around when certain criteria are met.

Re: CA GC Musings

PostPosted: Wed Sep 15, 2010 12:12 am
by vulpinoid

Re: CA GC Musings

PostPosted: Wed Sep 15, 2010 3:39 pm
by pstmdrn
I like it! Sort of like Final Fantasy 10 leveling matrix!

Re: CA GC Musings

PostPosted: Wed Sep 15, 2010 10:13 pm
by Chainsaw Aardvark
I've never played FF X... or FF I or any of the games in the series. I have lead a pathetic and worthless life bereft of gaming consoles and Japanese CRPGs.

What I have thought of is to place the circles in a circular pattern according to the character's ideals. Failure can make you tokens pool in your most reviled attribute, while success can let you move up to the desired one. So per say if "City" is at the top of the arc, and and "Edge" at the bottom then the character is one who likes to solve problems in a personable manner and hates violence, but as they fail, they become more paranoid and thus more armed/on edge and less OK with city life. The opposite arrangement would be someone who wants to be ready for anything, but becomes complacent and adjusted to civilized life/ cuts ties with others and becomes more self reliant.

The criteria for moving through the circle is still a little hazy.

Combining this with prior concepts - Edge, city, and sand are the three idealized attributes in a stoplight pattern, while points from your highest ideal can be banked into skin, which in turn is th resource that runs out in your journey. So you want the city portion to be a time to cleanse yourself and live up to ideals, so you have the most currency to spend on getting to the other side of the dessert and the truth...

Hmm, I almost wish I was taking this contest seriously now rather than brainstorming every now and then.