[X] Something to spice up the setting huh? Well...
-[X] A bit of additional lore you were thinking of that would expand once you sat down and actually started to write out the plot is that there are two different kinds of Witches. The Childhood Friend being a "Light Witch", title still pending, that utilizes the Powers of the Elements and her own Magical Strength she has to build up, while the other kind of Witch is a "Dark Witch", whom all used Dark Elemental Magic, were capable of 'draining' others of their strength to add to their own, with one having a Plan to that to the Storm Dragon with them being like, the Penultimate Boss, and also the ability to summon Lesser Demons as their minions.
-[X] For more of a setting wise spice to make it more standout, how about Trains that run on Magic? They can be how the Main Characters move travel across long stretches of land, either for the purpose of backtracking to a previous area or to reach certain key locations that they otherwise wouldn't be able to on foot for some reason due to the plot?
[X] Accept there being an actual romance subplot between the main characters. [+10 to the next Convince roll against Annabelle]
[X] Convince Silver, Davis and Annabelle for the Witch to be more in the middle. The Swordsman being a moral compass in a sense.
-[X] She wavers throughout the game between good and evil. She chooses good in the end, staying by the Swordsman's side. [Convince at 90% for Annabelle, Convince at 50% for Silver, Convince at 10% for Davis] [+10 to the next Convince roll against Annabelle]
Something to think about snow, should we do it gridbased? We did explained it as like chess so we could do it feasible specially given the first fire emblem was in the Famicom/NES.
That was kinda what I had in mind, I did mention it being like XCOM, but I think fire emblem was probably a better example.
The stages are grid based, with the space on the left being where you can place the kids, then as the fights progress you can move them to different locations for strategic purposes, like making a series of walls or helping take the heat off of a character with the Little Artist's decoys.
[X] Accept the choice to make them sentient robots.
-[X] Have the protagonist be in the blind until the very end in a twist where they finally find out the truth and remember their entire journey thus far. Making the protagonist's personality be innocent until they are suddenly not.
I am honestly of multiple minds for thestuff with the RPG- though I think that if we're going with the Light/Dark Witches, maybe have those (or something like them?) be something not-quite-different? Basic "Dark Magic Corrupts" stuff, with Dark Magic itself having some mechanical benefits over Light Magic, and multiple endings can probably be managed by generous use of recolors and other sprite-saving measures, and having the narration-part of the ending cutscene be done using the dialogue box, instead of having them built into the cutscene images.
Multiple endings can be tracked using only one variable, and the number with it goes up whenever Dark Magic is used- if it's too high the ending cutscene shows that she's become evil, and hints that taking her down will be the story of another set of heroes, but if it's below a certain amount then she stays good, maybe has kids if there's a romance, maybe just keeps adventuring if there's no romance, or only an implied one.
I mean, the NES is not exactly an impressive system in terms of art. Gemfire itself was developed in 1991, when developers finally really started figuring out how powerful the NES could be if you knew what you were doing. Ours would likely look less impressive, seeing we didn't get the bonus to Art.
That's one of the advantages of my game, the battlefields are mostly going to be white (snow) with some other colorful bits thrown in, maybe some grey for the sidewalks and streets, a brown bench and some trees here and there, maybe a small blue lake in a park or a pool in someone's house.
Most of the town will be the battlefield, each level could bring the kids to another location in town.
[X] Accept the choice to make them sentient robots.
-[X] Have the protagonist be in the blind until the very end in a twist where they finally find out the truth and remember their entire journey thus far. Making the protagonist's personality be innocent until they are suddenly not.
[X] Something to spice up the setting huh? Well...
-[X] A bit of additional lore you were thinking of that would expand once you sat down and actually started to write out the plot is that there are two different kinds of Witches. The Childhood Friend being a "Light Witch", title still pending, that utilizes the Powers of the Elements and her own Magical Strength she has to build up, while the other kind of Witch is a "Dark Witch", whom all used Dark Elemental Magic, were capable of 'draining' others of their strength to add to their own, with one having a Plan to that to the Storm Dragon with them being like, the Penultimate Boss, and also the ability to summon Lesser Demons as their minions.
-[X] For more of a setting wise spice to make it more standout, how about Trains that run on Magic? They can be how the Main Characters move travel across long stretches of land, either for the purpose of backtracking to a previous area or to reach certain key locations that they otherwise wouldn't be able to on foot for some reason due to the plot?
[X] Accept there being an actual romance subplot between the main characters. [+10 to the next Convince roll against Annabelle]
[X] Convince Silver, Davis and Annabelle for the Witch to be more in the middle. The Swordsman being a moral compass in a sense.
-[X] She wavers throughout the game between good and evil. She chooses good in the end, staying by the Swordsman's side. [Convince at 90% for Annabelle, Convince at 50% for Silver, Convince at 10% for Davis] [+10 to the next Convince roll against Annabelle]
"Trains?"
"Yes, magic trains." You say in response to Bartholomew, kinda spewing something random that comes up your mind. You only just created this idea last night, detailing them more so suddenly in front of your new bosses is utterly nerve-wracking. Let alone the other section of Light and Dark Witches and randomly insinuating a new character into existence with the latter.
Speaking of Bartholomew, you've gotta say that you loved Paris and his additions towards American Ninja. Sentient robots and the twist regarding them? You could almost imagine the reaction from a player towards that.
Bartholomew strokes their mighty beard. "That does seem to suffice for a spice... I approve, anyone here wish to raise any questions or concerns?" With the silence that ensues Bartholomew takes that as a no.
—
"Eeeeeeeee!" A certain woman screams with glee.
Though that works to your benefit, you kind of were thinking of the two protagonists potentially getting together last night but you thought to keep the premise simple. Guess you were worried all for nothing!
+10 to the next Convince roll against Annabelle.
—
Your eye twitches.
Making the Witch, one of the two main characters, the lover of the Swordsman be evil? What kind of nonsense is that!? Tch, you can see the smirk on Silver's face, the only reason he'd say such a thing is to purposely rile you up.
Fine, you probably can't argue against the decision, but you can likely mitigate the damage to something more positive. "If I might suggest something..." They all turn to look at you, yeesh. "How about having the Witch be more of middle-ground? The Swordsman can act as a moral compass and it'd be a plot point that she's between the stage of choosing between being a Light or Dark Witch, but then by the end loves wins out and she... Turns good?" Your speech slows to a crawl as you watch their eyes, especially Annabelle's as you think you're sure this will get her to agree.
Right?
You make a Convincing roll against Annabelle at 11 or above. The previous +10 to Convince you got for Annabelle applies to this roll and is used up #1d100+10 =1. Natural One! Convince Bonus blocked! Fails to convince!
The +10 to Convince against Annabelle you would've gotten from this vote is reversed!
-10 to the next Convince roll against Annabelle.
"What contrived bull is this?" Annabelle spits out. "You think you can win anyone over with trying to convince us that this would work out? Trying to juggle this Witch's personality and motives the entire game would be beyond a hassle to do. Frankly I don't care for such a storyline, I want them to be completely good!"
Huh? "But the point is to-"
You make a Convincing roll against Silver at 51 or above #1d100 = 6. Fails to convince!
You make a Convincing roll against Davis at 91 or above #1d100 = 72. Fails to convince!
Silver interrupts you. "The point is nada. Zilch. Nothing. Or is it beyond your thick head to get it?"
Davis joins in as well. "I would have to agree, I don't care much for this plot line either. It seems that nobody is changing their opinion here, if so that means that the Witch being evil goes forward."
B-but... The point is that she's essentially good deep down! That under the surface even as she's struggling it gets shown at the end that being good is her true self! Wait, if she's completely evil then-
"This brings up a complication, what happens to the romance angle now?" Bartholomew pops in with the question you're thinking. "Romance has already been pushed through to continue, where does that go at this point.
Silver grins. "I could certainly think up a few things. It's a twist set up to catch both the player and Swordsman off-guard, making her the true Dark Witch that's trying to take control or take power from the Storm Dragon. Don't care when it happens as long as it makes an impact in the minds of the players."
"Oh, I guess this'll be all of us throwing our ideas then?" Bartholomew thinks. "Then perhaps despite her being evil the Swordsman still has her on his adventure since they are childhood friends. Like a Mutt and Jeff technique of people with two different ideologies that still adventure together! Falling in love despite those heavy differences."
Paris smiles. "I'd say we also make the Swordsman evil. Having dual evil protagonists would certainly be a unique angle to go for. This also keeps the romance as an actual romance that stays throughout the entirety of the game."
Annabelle holds her head as if a headache were starting to form. "My cute romance, awwww... If I could add a different version of Silver's then it'd be in the form of a tragic romance. One that was so close but could never be."
Silver rolls his eyes. "Eh. It's better to go something that'd trigger an anger response from the players. Get people talking and wanting to see this angering scene within the game for themselves."
Last of all to speak is Davis. "I'd say rather than any other point in the story it should go at the very end, making her the true final boss after the Storm Dragon would be perfect. Our true villain."
That's it? They're just moving on from that insane decision to another one? What?
You can't even focus as Silver speaks up again. "Well well well boy, you get to take your pick of poison here!"
[ ] A twist. [+5 to the next Convince roll against Silver]
-[ ] Happens at the very beginning of the game.
-[ ] Happens near the beginning of the game.
-[ ] Happens near the middle of the game.
-[ ] Happens near the end of the game.
-[ ] Happens at the end of the game. [+5 to the next Convince roll against Davis]
--[ ] She is placed after the final boss.
--[ ] She replaces the final boss.
[ ] A tragedy. [+5 to the next Convince roll against Annabelle]
[ ] A tale of two villains. [+5 to the next Convince roll against Paris]
[ ] A tale of two ideologies. [+5 to the next Convince roll against Bartholomew]
[ ] Perhaps you have your own idea or want to get more into detail on one of the options? Write-in. [If the write-in is close to some of the above options you will get the bonus you would've got from them]
"With my fun settled I'll let Paris take the stage. Will you do the honors?" Silver dramatically points at Paris, hair somehow flowing despite being in a building with all the windows closed.
"I shall." A mock bow from Paris. "Let's try to add some touches to American Ninja. First point, why was the protagonist's family killed by this robotic international crime syndicate?"
Annabelle puts a finger on her chin. "Because... They're robots too? And the protagonist is a robot as well? Further adding to the point of guilt the main character gets as they kill their own kind?"
"Or a human they adopted." Davis adds.
You're starting to grow accustomed to the click of fingers as Paris does so. "Good, that's option 1 and 2 for the first point. Any others?"
Bartholomew speaks up. "They're ninjas, which is why the protagonist goes to Japan in the first place to seek help and get assistance to becoming one. Also, Davis? I believe you accidentally said that Japan is the enemy in the previous round, as you can see from the notes that was never the case as it was an international criminal syndicate."
"O-oh! My bad! It seems as though the drinks have been getting to my brain aha!" Davis scratches the back of their head with a blush on their cheeks.
Bartholomew palms their face with a sigh. "And of course Paris would say you're correct about that. That man..."
"Ah, a joke gone too far?" Paris barely has ever let go of the smile they have during this meeting, it staying on their face like a permanent mark. "Sorry Davis, I thought you'd catch onto that quickly. But perhaps that's above your ability?"
Suddenly a face of actual rage appears on Davis' face. "YOU-"
"Oops, slip of the tongue. Then perhaps I'll put in my own suggestion, they're a secret third option. Demons? Humans with unique powers? Something that would then be applied to the protagonist to make them more unique. Do you wish to add anything Silver?"
Silver looking bored waves his hand as a gesture to not bother him.
"That answers that!" Paris exclaims. "Mr. Samson, let me reiterate, why was the protagonist's family killed?"
[ ] They were...
-[ ] Robots.
--[ ] The Protagonist is also a robot.
--[ ] The Protagonist was adopted by robots.
-[ ] Demons.
-[ ] Ninjas.
-[ ] Special Humans.
--[ ] Of what variety? Write-in.
-[ ] Write-in.
[ ] Perhaps there is some other reason they were killed? Write-in.
Paris twirls a finger. "Now to the second point. How does the protagonist learn their abilities throughout the game? As noted from a gameplay standpoint the players gain better control of the main character as the game goes on, but in which way do we organically include that?"
"Ugh, I guess I'll join in." Silver sighs as he takes stage. "There's a... Mentor figure. A ninja who teaches the protagonist by either directly meeting with them or calling them with a phone or pigeon or whatever."
Bartholomew goes to say their piece. "Rather than a single mentor figure, how about a whole clan?"
Silver actually looks thoughtful at that. "Huh... If that's the case, then why would this entire clan let a single newbie go against an entire international robot crime syndicate rather than do it themselves? Especially since they'd be teaching the protagonist new skills as they went along?"
Annabelle chimes in. "Sounds like a bunch of sinister bastards."
"That they do." Silver grins, slowly getting more into this. "Perhaps they plan to betray the protagonist? Or maybe they pinned the blame on the robots when they were the ones who did it themselves? Or they never thought the protagonist could accomplish the task and sent them out for an impossible mission only for them to truly succeed? This ninja clan laying a bounty on the protagonist as they exceed their expectations and learn the truth. That could even be a lead to what a sequel could be about!"
You were with him until right at the very end. Of course Silver was still thinking about money even when he gets giddy on story details.
Davis raises a hand. "If I may? How about having the protagonist be a sort of prodigy? They don't learn from mentors, but rather the enemies they fight. This could even include them taking the parts of enemy robots to be part of the arsenal."
Annabelle decides to put her own say. "I'd still like there to be more than just the protagonist learning by themselves... How about a mysterious third benefactor? Not linked to anyone that could've trained the protagonist to be a ninja but rather a person who mysteriously gives the protagonist tips throughout their journey of vengeance? They could be a lot of things. A behind the scenes normal person, maybe to have an add-on of being part of Japan's or America's government. A ninja. A robot that wants the international crime syndicate robots to be gone. A... Lover?"
To that everyone in the room raises their eyebrows, even you.
"H-hey! I didn't get to have my perfect romance with the previous one, let me have this one!"
Paris shrugs at that. "Yet it sounds just as sketchy. Bartholomew, do you have anything to add?"
"I do not." Bartholomew says simply, raising their index finger to abstain.
"Then it seems we are at an impasse of ideas here." Paris says as they also pull an index finger up. "Mr. Samson?"
[ ] The Protagonist has a mentor that gives them tips throughout the game.
-[ ] One master ninja.
-[ ] An entire clan of ninjas.
--[ ] Good ninjas.
--[ ] Evil ninjas. [+10 to the next Argue roll against Silver]
-[ ] Write-in.
[ ] The Protagonist is a prodigy picking up skills and robot parts from the enemies they kill throughout the game. [+5 to the next Argue roll against Davis]
[ ] The Protagonist has a mysterious benefactor that gives them tips throughout the game.
-[ ] They work for the American Government.
-[ ] They work for the Japanese Government.
-[ ] They're a ninja.
-[ ] They're a robot.
-[ ] Write-in. [If you include them as a potential lover for the Protagonist you will gain +10 to the next Argue roll against Annabelle]
[ ] Perhaps you have something else in mind, or a combination of these many things? Write-in.
Well that was quite the bad dice roll to derail the Knight story. I admit as a writer myself, I sympathize in the annoyance at the wheel being completely yanked because your bosses think the idea sucks or other such things. so feeling ambivalent
I'll think on what to vote for soon.
the Ninja...honestly I'm pretty neutral where to go. But I do think the having the backing of a clan could be interesting more then a single benefactor.
--[X] The Protagonist was adopted by a clan of robots and humans who are Werewolves and other Similar curse Beings who worked for gods
--[X] The Protagonist was adopted because his curse marks him as the reincarnation Of one of the legendary 7 founder of there clan. A jet white Humen-like crow. And they wanted to keep him safe.
[X] The Protagonist is a prodigy picking up skills ( Related to its curse form) and some robot parts from the enemies they kill throughout the game. [+5 to the next Argue roll against Davis]
[X] The Protagonist has 2 mysterious benefactor that gives them tips throughout the game.
-[X] A evil cyborg(?) samurai and his lazer gun Tsukumogami Ninja daughter.
[X] The Protagonist has a mentor that gives them tips throughout the game.
-[X] A evil cyborg(?) samurai and his lazer gun Tsukumogami Ninja daughter. The daughter and the protagonist are childhood. Friends from before he was adopted and serves as his love interest.
[X] A tale of two ideologies. [+5 to the next Convince roll against Bartholomew]
-[X] A tragedy. [+5 to the next Convince roll against Annabelle]
[X] A tale of two ideologies. [+5 to the next Convince roll against Bartholomew]
-[X] Near the End of the Game, after the fight with the Dark Witch that planned to take the Storm Dragon's power for themself, the Companion Witch suggests that they take the Ritual themselves and share the Dragon's power between the two of them, the Witch arguing that the Kingdom had sent them on a suicide mission. This initiates a Boss Fight that depending on who wins, the story changes with either the Witch winning, and the Swordsman follows her idea with the story ending on the Swordsman and Witch setting out to fight the Kingdom in 'revenge' for trying to kill the both of them, or the Swordsman wins, which leads them to fight the Storm Dragon as a True Final Boss.
--[X] Keep the question of if the Kingdom really did send them to die unanswered one way or another. If the game is successful, a potential sequel could come to answer the question following, probably, the Swordsman's Ending.
This feels like it could have the most impact, it's not just random plot twists that can get people talking.
[X] Perhaps there is some other reason they were killed? Write-in.
-[X] they were investigators who had managed to find out some important Intel about the crime syndicate, and were killed to silence them.
This way they're connected to the plot.
[X] The Protagonist has a mentor that gives them tips throughout the game.
-[x] An entire clan of ninjas.
--[x] Good ninjas.
---[X] they cannot act by themselves because of an ancient agreement that all clans keep, if a single one interferes, they all do, potentially starting a war due to all the secrets they have gathered throughout the years, the protagonist is a loophole, as they are not of any clan.
---[X] they infiltrate levels and leave behind scrolls for the protagonist to find.
This could be a good sequel bait, as the other clans could find out about the loophole.
Okay so looking at the options, twist can be set up for the sequel for true final boss that probably would be the most impacting.
The ideologies and tragedy may also work for what we do have in intention.
For the ninja meanwhile, hmm the Megaman lite might be a good sense of progression and we can tie it into the backstory maybe make them into a cyborg or a special human that can integrate tech, like those 'mutants' of marvel.
Edit:
[X] A tale of two ideologies. [+5 to the next Convince roll against Bartholomew]
[X] Perhaps there is some other reason they were killed? Write-in.
-[X] they were investigators who had managed to find out some important Intel about the crime syndicate, and were killed to silence them.
[X] The Protagonist has a mentor that gives them tips throughout the game.
-[x] An entire clan of ninjas.
--[X] Evil ninjas. [+10 to the next Argue roll against Silver]
—[X] Maybe the clan itself was the one to commission the creation of the robots to use the loophole and the robots rebelled.
---[X] they cannot act by themselves because of an ancient agreement that all clans keep, if a single one interferes, they all do, potentially starting a war due to all the secrets they have gathered throughout the years, the protagonist is a loophole, as they are not of any clan.
—-[X] they infiltrate levels and leave behind scrolls for the protagonist to find, and to keep an eye on the progress of the mission.
[X] A twist. [+5 to the next Convince roll against Silver]
-[X] Happens near the middle of the game.
[X] A tale of two ideologies. [+5 to the next Convince roll against Bartholomew
[X] Perhaps there is some other reason they were killed? Write-in.
-[X] they were investigators who had managed to find out some important Intel about the crime syndicate, and were killed to silence them.
[X] The Protagonist has a mentor that gives them tips throughout the game.
-[x] An entire clan of ninjas.
--[X] Evil ninjas. [+10 to the next Argue roll against Silver]
—[X] Maybe the clan itself was the one to commission the creation of the robots to use the loophole and the robots rebelled.
---[X] they cannot act by themselves because of an ancient agreement that all clans keep, if a single one interferes, they all do, potentially starting a war due to all the secrets they have gathered throughout the years, the protagonist is a loophole, as they are not of any clan.
—-[X] they infiltrate levels and leave behind scrolls for the protagonist to find, and to keep an eye on the progress of the mission.]
[X] A twist. [+5 to the next Convince roll against Silver]
-[X] Happens near the middle of the game.
[X] A tale of two ideologies. [+5 to the next Convince roll against Bartholomew
[X] Perhaps there is some other reason they were killed? Write-in.
-[X] they were investigators who had managed to find out some important Intel about the crime syndicate, and were killed to silence them.
[X] The Protagonist has a mentor that gives them tips throughout the game.
-[x] An entire clan of ninjas.
--[x] Good ninjas.
---[X] they cannot act by themselves because of an ancient agreement that all clans keep, if a single one interferes, they all do, potentially starting a war due to all the secrets they have gathered throughout the years, the protagonist is a loophole, as they are not of any clan.
---[X] they infiltrate levels and leave behind scrolls for the protagonist to find.
[X] A twist. [+5 to the next Convince roll against Silver]
-[X] Happens near the middle of the game.
[X] A tale of two ideologies. [+5 to the next Convince roll against Bartholomew
[X] Perhaps there is some other reason they were killed? Write-in.
-[X] they were investigators who had managed to find out some important Intel about the crime syndicate, and were killed to silence them.
[X] The Protagonist has a mentor that gives them tips throughout the game.
-[x] An entire clan of ninjas.
--[x] Good ninjas.
---[X] they cannot act by themselves because of an ancient agreement that all clans keep, if a single one interferes, they all do, potentially starting a war due to all the secrets they have gathered throughout the years, the protagonist is a loophole, as they are not of any clan.
---[X] they infiltrate levels and leave behind scrolls for the protagonist to find.
[X] A tale of two ideologies. [+5 to the next Convince roll against Bartholomew]
-[X] Near the End of the Game, after the fight with the Dark Witch that planned to take the Storm Dragon's power for themself, the Companion Witch suggests that they take the Ritual themselves and share the Dragon's power between the two of them, the Witch arguing that the Kingdom had sent them on a suicide mission. This initiates a Boss Fight that depending on who wins, the story changes with either the Witch winning, and the Swordsman follows her idea with the story ending on the Swordsman and Witch setting out to fight the Kingdom in 'revenge' for trying to kill the both of them, or the Swordsman wins, which leads them to fight the Storm Dragon as a True Final Boss.
--[X] Keep the question of if the Kingdom really did send them to die unanswered one way or another. If the game is successful, a potential sequel could come to answer the question following, probably, the Swordsman's Ending.
[X] Perhaps there is some other reason they were killed? Write-in.
-[X] they were investigators who had managed to find out some important Intel about the crime syndicate, and were killed to silence them.
[X] The Protagonist has a mentor that gives them tips throughout the game.
-[x] An entire clan of ninjas.
--[X] Evil ninjas. [+10 to the next Argue roll against Silver]
—[X] Maybe the clan itself was the one to commission the creation of the robots to use the loophole and the robots rebelled.
---[X] they cannot act by themselves because of an ancient agreement that all clans keep, if a single one interferes, they all do, potentially starting a war due to all the secrets they have gathered throughout the years, the protagonist is a loophole, as they are not of any clan.
—-[X] they infiltrate levels and leave behind scrolls for the protagonist to find, and to keep an eye on the progress of the mission.
We can at least for mythic sword fuse options to create a more compelling story so the two ideologies and the tragedy aspect might go better together, considering the limitations of NES level system I am not sure to set up the twist well enough.
The clan idea is great but silver gives a good point for it being evil, imagine if they created the syndicate to act as proxies without inciting an inter clan war and they rebelled means they are using the mc and is setting up the sequel perfectly, with his revenge now complete after the syndicate destruction means MC has either the option of doing the right thing or leaving with his bloodlust satisfies.
[X] Perhaps there is some other reason they were killed? Write-in.
-[X] they were investigators who had managed to find out some important Intel about the crime syndicate, and were killed to silence them.
[X] The Protagonist has a mentor that gives them tips throughout the game.
-[x] An entire clan of ninjas.
--[X] Evil ninjas. [+10 to the next Argue roll against Silver]
—[X] Maybe the clan itself was the one to commission the creation of the robots to use the loophole and the robots rebelled.
---[X] they cannot act by themselves because of an ancient agreement that all clans keep, if a single one interferes, they all do, potentially starting a war due to all the secrets they have gathered throughout the years, the protagonist is a loophole, as they are not of any clan.
—-[X] they infiltrate levels and leave behind scrolls for the protagonist to find, and to keep an eye on the progress of the mission.
[ ] Perhaps you have your own idea or want to get more into detail on one of the options?
-[ ] The Witch is initially evil, and only helping the Swordsman because their goals are currently aligned, but over the course of the game, her time with the Swordsman induces character development that ends up with her becoming genuinely heroic.
How would I add in "in addition to being sentient, the robots were actually the good guys, trying to expose the evil ninjas? Where would I put that in in the previous plan-thing?
edit: I was convinced
[X] A tale of two ideologies. [+5 to the next Convince roll against Bartholomew]
-[X] Near the End of the Game, after the fight with the Dark Witch that planned to take the Storm Dragon's power for themself, the Companion Witch suggests that they take the Ritual themselves and share the Dragon's power between the two of them, the Witch arguing that the Kingdom had sent them on a suicide mission. This initiates a Boss Fight that depending on who wins, the story changes with either the Witch winning, and the Swordsman follows her idea with the story ending on the Swordsman and Witch setting out to fight the Kingdom in 'revenge' for trying to kill the both of them, or the Swordsman wins, which leads them to fight the Storm Dragon as a True Final Boss.
--[X] Keep the question of if the Kingdom really did send them to die unanswered one way or another. If the game is successful, a potential sequel could come to answer the question following, probably, the Swordsman's Ending.
[X] A tale of two ideologies. [+5 to the next Convince roll against Bartholomew
[X] Perhaps there is some other reason they were killed? Write-in.
-[X] they were investigators who had managed to find out some important Intel about the crime syndicate, and were killed to silence them.
[X] The Protagonist has a mentor that gives them tips throughout the game.
-[x] An entire clan of ninjas.
--[X] Evil ninjas. [+10 to the next Argue roll against Silver]
—[X] Maybe the clan itself was the one to commission the creation of the robots to use the loophole and the robots rebelled.
---[X] they cannot act by themselves because of an ancient agreement that all clans keep, if a single one interferes, they all do, potentially starting a war due to all the secrets they have gathered throughout the years, the protagonist is a loophole, as they are not of any clan.
—-[X] they infiltrate levels and leave behind scrolls for the protagonist to find, and to keep an eye on the progress of the mission.
Ok I think I've figured out a way to, if needed, incorporate a Boss fight in the Ideology difference if that is required of us.
Basically, given their childhood relationship and their Romance Subplot, the two pretty much fight each other to convince the other to follow(not necessarily believe) their way of doing things.
[X] A tale of two ideologies. [+5 to the next Convince roll against Bartholomew
[X] Perhaps there is some other reason they were killed? Write-in.
-[X] they were investigators who had managed to find out some important Intel about the crime syndicate, and were killed to silence them.
[X] The Protagonist has a mentor that gives them tips throughout the game.
-[x] An entire clan of ninjas.
--[X] Evil ninjas. [+10 to the next Argue roll against Silver]
—[X] Maybe the clan itself was the one to commission the creation of the robots to use the loophole and the robots rebelled.
---[X] they cannot act by themselves because of an ancient agreement that all clans keep, if a single one interferes, they all do, potentially starting a war due to all the secrets they have gathered throughout the years, the protagonist is a loophole, as they are not of any clan.
—-[X] they infiltrate levels and leave behind scrolls for the protagonist to find, and to keep an eye on the progress of the mission.
Ok I think I've figured out a way to, if needed, incorporate a Boss fight in the Ideology difference if that is required of us.
Basically, given their childhood relationship and their Romance Subplot, the two pretty much fight each other to convince the other to follow(not necessarily believe) their way of doing things.
I have expressed doubt on the ability of Multiple Endings but...
[] A tale of two ideologies. [+5 to the next Convince roll against Bartholomew]
-[] Near the End of the Game, after the fight with the Dark Witch that planned to take the Storm Dragon's power for themself, the Companion Witch suggests that they take the Ritual themselves and share the Dragon's power between the two of them, the Witch arguing that the Kingdom had sent them on a suicide mission. This initiates a Boss Fight that depending on who wins, the story changes with either the Witch winning, and the Swordsman follows her idea with the story ending on the Swordsman and Witch setting out to fight the Kingdom in 'revenge' for trying to kill the both of them, or the Swordsman wins, which leads them to fight the Storm Dragon as a True Final Boss.
--[] Keep the question of if the Kingdom really did send them to die unanswered one way or another. If the game is successful, a potential sequel could come to answer the question following, probably, the Swordsman's Ending.
We can make different end screens for when it happens but it won't be nothing espectacular we are dealing NES level stuff, but I agree this much should be doable.
[X] A tale of two ideologies. [+5 to the next Convince roll against Bartholomew]
-[X] Near the End of the Game, after the fight with the Dark Witch that planned to take the Storm Dragon's power for themself, the Companion Witch suggests that they take the Ritual themselves and share the Dragon's power between the two of them, the Witch arguing that the Kingdom had sent them on a suicide mission. This initiates a Boss Fight that depending on who wins, the story changes with either the Witch winning, and the Swordsman follows her idea with the story ending on the Swordsman and Witch setting out to fight the Kingdom in 'revenge' for trying to kill the both of them, or the Swordsman wins, which leads them to fight the Storm Dragon as a True Final Boss.
--[X] Keep the question of if the Kingdom really did send them to die unanswered one way or another. If the game is successful, a potential sequel could come to answer the question following, probably, the Swordsman's Ending.
[X] Perhaps there is some other reason they were killed? Write-in.
-[X] they were investigators who had managed to find out some important Intel about the crime syndicate, and were killed to silence them.
[X] The Protagonist has a mentor that gives them tips throughout the game.
-[x] An entire clan of ninjas.
--[X] Evil ninjas. [+10 to the next Argue roll against Silver]
—[X] Maybe the clan itself was the one to commission the creation of the robots to use the loophole and the robots rebelled.
---[X] they cannot act by themselves because of an ancient agreement that all clans keep, if a single one interferes, they all do, potentially starting a war due to all the secrets they have gathered throughout the years, the protagonist is a loophole, as they are not of any clan.
—-[X] they infiltrate levels and leave behind scrolls for the protagonist to find, and to keep an eye on the progress of the mission.
Here's another pitch! Admittedly, this one is probably too much for the current system.
Name: Minion Rising!
Premise: goblins, ugly little monsters who's lot in life is to be under the control of others as expendable mooks... But what if they could be more? Be free? One goblin has decided to lead his fellows out of their latest boss's lair and into the light!
Gameplay: the player takes control of Nilbog, traveling through levels full of platforms, walls, enemies and traps at different heights, with the objective of reaching a set spot to deactivate all traps and advance to the next level, after every few levels there will be a boss fight, some of which will reward Nilbog with new units or an ability.
Abilities:
Shield: protects Nilbog or other units from a lethal hit.
Stop: forcibly deactivates a trap or freezes an enemy.
Haste: increases the speed of Nilbog or other units.
Berserk Spore: forces enemies to fight each other.
Units:
Goblins: small, weak, but fast, they can reach places quickly but they can't do much damage, however they can throw stones to hit switches, prematurely trigger traps or distract enemies.
Spiders: big, skittering arachnids that can climb on walls and use their webbing to make bridges, temporarily jam traps, or stun enemies, can carry goblins to new heights.
Miconid: big, lumbering mushrooms, they're pretty strong and can take some hits, but are pretty slow and heavy, they can use spores to put enemies to confuse enemies into attacking each other.
Level 1: tutorial!
A few stages to get used to moving Nilbog, the goblins, combat and how traps works as he gathers up like-minded goblins and avoids/attacks the ones loyal to the Witch.
Boss: Gobbo, a hobgoblin who is smitten with the Witch, and he's not going to let Nilbog make him look bad! The big brute will rush along the level, forcing Nilbog and his troop to escape to higher ground and trigger traps to cause boulders to fall on his head, it doesn't hurt him, but he smashes the ground In anger, eventually breaking through and falling deeper into the cave system and out of the battle!
Level 2: Spooder Nest!:
The next leg of the journey takes the goblins to the territory of the beast tamer, a reclusive eccentric who doesn't even allow the Witch to be near his job as he breeds an army of dangerous giant spiders that only someone of his skills can tame!
Turns out he's a sham! Upon accidentally triggering the birth of a spider sack, it turns out the things imprint upon what they see like birds! Now armed with some baby spiders - which are still big enough to mount - Nilbog is ready to bravely avoid all combat to get out of this creepy place!
Similar to the first level, the first few stages are tutorials for using the spiders, including their way of traveling upside down and vertically, and their ability to make bridges, with spiders as enemies that must be avoided or burnt using fire traps.
Boss: Beast Tamer!
Crud, he found out we're here! And he's not going to let his lies come to light! Mounting his Giant Spider and wielding his whip, he'll skitter all over the stage, forcing the group to keep moving, using spiders to carry goblins to strategic locations so they can activate traps to anger the Tamer, causing him to accidentally whip his mount, stunning it enough to tug him off of it by the spiders!
Annoyed at being whipped, the Giant Spider chases the now dismounted Tamer off of the battle, leaving behind another egg sac, gifting Nilbog with a personal mount for the rest of the game!
Level 3: Spell Network!
Seems like this is where the Witch tests her spells, there's even a few runes on the ground! Quite disorganized, a goblin even tripped over a rune and is now moving twice as fast! This could be useful!
This level introduces kill zones, traps that cannot be stopped and will kill anything in their radius, use the Haste runes to get your troop over this death traps!
Boss: Gobbo and the Witch!
Gobbo survived and tattled on you! Now the Witch has arrived to personally... Supervise Gobbo as he deals with you? Guess she doesn't see you as a threat at all.
Gobbo now wields a giant club and is covered in a forcefield made by the Witch, who is floating out of reach of any unit, you must time your boulder traps correctly to cause Gobbo to launch them over to the Witch, causing her to fall, dropping her staff, which is quickly grabbed by Nilbog, now unarmed, the Witch escapes, leaving Gobbo alone, who quickly falls after the spiders tug his club away from him, running away, terrified of the army of spider riding goblins, now armed with the Witch's magic staff, Nilbog can use both Shield and Haste!
Level 4: Spores of Revolution!
The forbidden area where the Witch gathered the ingredients for her potions, filled with berserk goblins, spiders and the ever mysterious Miconids, who's spores are the culprit behind the berserkers, though the walking mushrooms don't seem too happy being here, wonder why?
This level makes use of the Haste and Shield spells to protect yourself and your units from clouds of spores, setting off explosive traps to get rid of the berserkers and make your way out of here!
Boss: Elder Miconid.
Oh, so that's what's up, a giant Miconid fused to the walls and ceiling, the poor creature unable to move and under the effects of a berserk potion! The other miconids must be unable to disobey so long as their elder is trapped here, set them free!
The Elder Miconid will summon berserkers to attack the troop, lure them into catapult traps and launch them into it's roots to release clouds of spores and set them off with fire traps!
Now free, the Elder Miconid thanks Nilbog, but sadly perishes from it's wounds, it's final actions to tell the others to follow Nilbog and releasing a small mushroom and leaving it in his care, allowing Nilbog to release spores like a Miconid!
Level 5: Goblin King.
The storage area for the potions is even more cluttered! Seriously has this Witch never hear of organization!? Plus there's a lot of rumbling! Looks like all the battles have done a number on the place, was that a roar!?
This place is a mix of all other levels, the shaking causing traps to activate with weird timing and berserk spores being released everywhere! Use all your tool and the new Miconid units to smash through walls and berserkers!
Boss: The Wit- Gobbo again!?
Looks like the Witch found a magic wand, it's not as powerful, but it's still enough to make her a threat, specially with Gobbo at her side!
Uh oh, a berserk potion fell on Gobbo and he's attacking everyone! Join forces with your ex-boss and end this threat once and for all!
Gobbo is too berserk to be affected by anything! Lure it away from the Witch so she can cast her spells and actually damage him!
After a while, Gobbo will bash through the troop to get to the Witch, who will cast Stop on him, allowing Nilbog to overload the staff with magic and launch it at him in a magical explosion!
As he dies, his life force is absorbed into the remains of the staff, which is grabbed by Nilbog before the Witch can try, turning him into a Hobgoblin, the Witch, exhausted, swears revenge and teleports away for good as Nilbog, now too big to ride his spider, leads his troop to the entrance of the lair, freedom is in reach at last!
Final Level: Good vs Evil
Looks like while the Witch was distracted with Nilbog, the Knights of the Kingdom the Witch usually terrorizes has found her lair and is invading! And they don't care to listen to Nilbog, and worst, their armor is enchanted against magic and physical attacks!
Use the Stop, Shield and Haste spells to protect yourself and your troops to get past the knights and impede their way with traps and the minions still loyal to the Witch by turning them berserk!
Boss: Captain of the Guard
Looks like the boss of the knights is here as well! And the crumbling lair has trapped Nilbog with him! Control the other units and use the traps to distract the Captain so that Nilbog doesn't die while avoiding the knights and attacking the blockage!
As the Captain becomes more distracted, Nilbog is finally able to knock him out through his new strength as a Hobgoblin as the troop finally breaks through the blockage as the lair starts to really break down.
As the Captain wakes up, he is put down by Nilbog outside the now completely destroyed lair, his knights running to his side as they witness Nilbog and his army leaving, away from the Kingdom, and towards a new future for themselves.
This ended up much longer than I thought, holy sweet honey iced tea.