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Tale of Narvi

This is the dedicated forum for the 2012 24 Hour RPG competition, set in little spaces. Check out the sticky thread for the rules and please post successes, failures, ideas and rules clarifications.
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Tale of Narvi

Postby kylesgames » Sun May 06, 2012 6:22 am

Okay, here goes:

Tale of Narvi (yes, the name is awkward, but I've been up all night and it's referenced in so many places I don't want to fix it) is a game set in my Aduelle universe which I swear I'm trying to bloat into a full-fledged setting (and many of my friends and random nearby inanimate objects have had to deal with the consequences of my brainstorms). I've been up working on it all night so I'm not going to make a particularly good case for it, but it's a solo adventure-game hybrid set on a magical airship using light and fast mechanics and a choose-your-own adventure 101 page guidebook (of which about 90 have meaningful content). It's entirely playtest free, but I've played around with the mechanic in my head and it follows all the principles I usually use to determine whether or not a game will be playable; it includes (unlike most of my Game Chef entries) rules for dying and injury that go beyond GM discretion, 11 NPC's each with at least a little dialog, probably fifty or so dialog options, a mystery plotline, and a wonderfully awesome airship. Also, there's the potential for super mega awesome penguins*.

Okay, that's the sign it's about 7 hours past my bedtime, so here's the link to my site with all the downloads (I've submitted the file to 1km1kt as well):

https://sites.google.com/site/kylesidea ... e-of-narvi

I'm going to go watch a sunrise and then go to bed.


*Penguins not included.
Kyle, Head Honcho of Loreshaper Games

I write frequent on game development, storytelling, or life in general, in case you want to follow what I'm up to.
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Re: Tale of Narvi

Postby maledictus » Tue May 08, 2012 8:59 pm

Very impressive! It has a compelling well-tought setting.

But I'm not sure about the Booklet of Secrets. It's interesting, but in play, I think it could be kind of anoying trying to search for every page to see what happens. I think I'll play the game without this companion. It could be inproved by adding hyperlinks whenever it tells you to go to a page.
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Re: Tale of Narvi

Postby erroneousgrog » Sun Jun 10, 2012 6:34 am

Hey, this is cool, I love the book of secrets and the investigation the main character makes, adding it all up to influence what happens. Its so cool I wish I'd thought of it! The fields in the character sheet are very handy. I'm assuming you did that in Scribus?

The Keep would suit a project like this (related to our other discussion) or you could even do it as an HTML page to get linking. However, I think you'd miss the layout aspects. I didn't mind searching the book of secrets to go to the pages, very old school.

Great story!

Greg
:-)
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Re: Tale of Narvi

Postby kylesgames » Sun Jun 10, 2012 5:14 pm

One of the things I'd like to do with this eventually is move it into a hyperlinked format, whether that means kludging together the whole thing as a PDF or using HTML, but it's pretty low on my list right now because I'm working on non-24 hour projects as well.

EDIT: The fields on the character sheets were made in Scribus. I'd like to see if there's a way to get it to ignore the can't-save-in-Adobe-Reader crud that it seems to always insert (there's something about inserting a specific chunk of metadata or such that will let it save in Adobe Reader, but I'd love to find a program that'll do that, assuming it's not violating some arbitrary patent law).
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