Light Quest: a CK2 Style Quest in an 8-Bit Dystopia

Though that doesn't explain why it can control the corpses, as that's not something either Spore Spawn or Cactuars are known for.
I'm guessing the cactuar needles (which seem to lodge in the brain) are acting as antenna, allowing the main fungus mass to remote control the bodies, with the human DNA probably acting to bridge any gaps.

Basically, MetPharm saw the fungus from Last of Us, and asked "How can we weaponize this?"
 
Wait a second, a facility researching shroobs... are we about to find the Magic Window?!
 
Adhoc vote count started by Chocobro Mamba on Feb 1, 2024 at 9:00 PM, finished with 20 posts and 9 votes.


Well, into the locker room we go. Any questions so far? Seeing a lot of fun theories.
No questions, but I hope we get to fight a cool boss and get some sweet loot!

Enjoying the quest!
 
Announcement
Hey there everybody. I'm back and I still like this idea, but I'm currently not happy with how this quest has gone. The idea behind the quest was to play as Dr. Light recovering from his attempted assassination while building up to making what was going to be Mega Man (or Woman, if the questers wanted it), who would attempt to fight back against Wily/The Corporations while he tried to revitalize hope back into a city that was quickly losing it. I think some of the problems I kept running into were the crusader kings mechanics, for one. You were playing as a single person who built robots to help him do things he couldn't, which I don't think worked well enough with the current mechanics. At least, it didn't for me.

The second part was that for a robot building quest the options to actually build out the robots felt kind of anemic to me. It was the start of the quest, so you wouldn't have had too many options to start with, but they still felt like they didn't provide enough of a menu, so to speak. I also tried to translate them to CK2 mechanics and I just kept finding difficulties with doing that. Either the bonuses felt too strong, they overlapped with others or sometimes they just felt like they were too weak or provided bonuses you wouldn't see much use of in practice. Finally, the combat part of the quest also felt like it didn't exist- combat was a big part of Mega Man and leaving it up to a couple of martial rolls along with a few bonuses didn't feel right to me.

Like I said before, I still like this idea and this setting and I want to continue writing a quest within it. So I'm thinking of two ideas.

One, I revamp it. I keep everything you guys have had up to this point but I put it under a new system. Right now, I'm thinking of a hybrid sort of planquest with some expanded combat mechanics. That could change and I do welcome recommendations/advice. How it would work is you would have a set number of actions or dice for the week and would have to prioritize what you wanted done, with your creations and allies providing more help, allowing you to get more done. Essentially building up a faction from scratch if that's what you guys wanted. The traits and other stuff would be translated over- you'd essentially be reset to before the Metpharm Labs mission (though I am going to overhaul that as well). I'd also be expanding a few things I had plans for but didn't implement yet, like a general read on the state of the underground and your actions effects and the relationship of the other factions around you. Basically connect you into the world a little more.

The second option is that I shelf this quest idea for now and go for something a little more in line with the CK2 mechanics. This would be WutaiQuest, where you take control of a nation that has recently be put under the thumb of The Shinra Corporation and also are dealing with the potential problems/opportunities that comes from being within the Outlands. The benefit? You are away from the city and the watchful eyes of the megacorps, have what is essentially immediate access to magic/magitech since you're so close to the source, even if you have to develop it and get to carve out your own path. Also techno-barbarian/feudalism is a cool aesthetic. Think Final Fantasy 5-6. The drawbacks? You're essentially forced into being a resort town by Shinra and have to deal with monsters, bandits and other kingdoms with their own views on how things should go. Also, Castlevania and Outer Heaven may or may not be floating around out there to deal with as well.

Sorry to come back from a months long absence to essentially say the quest is frozen, but I wanted to pop in and say I'm still interested and not just drop it without a word.​
 
Hey there everybody. I'm back and I still like this idea, but I'm currently not happy with how this quest has gone. The idea behind the quest was to play as Dr. Light recovering from his attempted assassination while building up to making what was going to be Mega Man (or Woman, if the questers wanted it), who would attempt to fight back against Wily/The Corporations while he tried to revitalize hope back into a city that was quickly losing it. I think some of the problems I kept running into were the crusader kings mechanics, for one. You were playing as a single person who built robots to help him do things he couldn't, which I don't think worked well enough with the current mechanics. At least, it didn't for me.

The second part was that for a robot building quest the options to actually build out the robots felt kind of anemic to me. It was the start of the quest, so you wouldn't have had too many options to start with, but they still felt like they didn't provide enough of a menu, so to speak. I also tried to translate them to CK2 mechanics and I just kept finding difficulties with doing that. Either the bonuses felt too strong, they overlapped with others or sometimes they just felt like they were too weak or provided bonuses you wouldn't see much use of in practice. Finally, the combat part of the quest also felt like it didn't exist- combat was a big part of Mega Man and leaving it up to a couple of martial rolls along with a few bonuses didn't feel right to me.

Like I said before, I still like this idea and this setting and I want to continue writing a quest within it. So I'm thinking of two ideas.

One, I revamp it. I keep everything you guys have had up to this point but I put it under a new system. Right now, I'm thinking of a hybrid sort of planquest with some expanded combat mechanics. That could change and I do welcome recommendations/advice. How it would work is you would have a set number of actions or dice for the week and would have to prioritize what you wanted done, with your creations and allies providing more help, allowing you to get more done. Essentially building up a faction from scratch if that's what you guys wanted. The traits and other stuff would be translated over- you'd essentially be reset to before the Metpharm Labs mission (though I am going to overhaul that as well). I'd also be expanding a few things I had plans for but didn't implement yet, like a general read on the state of the underground and your actions effects and the relationship of the other factions around you. Basically connect you into the world a little more.

The second option is that I shelf this quest idea for now and go for something a little more in line with the CK2 mechanics. This would be WutaiQuest, where you take control of a nation that has recently be put under the thumb of The Shinra Corporation and also are dealing with the potential problems/opportunities that comes from being within the Outlands. The benefit? You are away from the city and the watchful eyes of the megacorps, have what is essentially immediate access to magic/magitech since you're so close to the source, even if you have to develop it and get to carve out your own path. Also techno-barbarian/feudalism is a cool aesthetic. Think Final Fantasy 5-6. The drawbacks? You're essentially forced into being a resort town by Shinra and have to deal with monsters, bandits and other kingdoms with their own views on how things should go. Also, Castlevania and Outer Heaven may or may not be floating around out there to deal with as well.

Sorry to come back from a months long absence to essentially say the quest is frozen, but I wanted to pop in and say I'm still interested and not just drop it without a word.​
For sure want the revamp.
 
I'd rather keep a quest with Dr. Light and revamp it. Ironically enough, having one of the main heroes show up to fight the villains is a nice change of pace in this setting. If that means new mechanics to better suit the idea, then that's fine by me. Faction-building sounds like a fun idea anyways.
 
I'll toss my cap into the revamp ring, if that's alright. I want to see more of best robo-daughter, Tron-Roll.

Though, of course, don't feel forced to do it. If you feel like doing the WutaiQuest option more than the revamp, then do it, a writer making something they don't want to will struggle to write.
 
It seems revamping is pretty unanimous. Alright then, I'll get to building it out. Would you guys like me to drop a new thread or just use this one? I'm fine with either, I'll just unthreadmark...dethreadmark? the missions and change a few things around if it's the second one.
 
Yeah probably for the best to put up a new thread for the revamp. Good of you to communicate this, thanks for that!
 
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