View Full Version : Game modules
ProphetX
12-05-2011, 12:06 AM
I was thinking about this the other day when I was looking at possible table top games to get for Christmas; and I thought it might work here too.
This could be either for this game or part 2 should it come out (which I really hope a sequel is planned). But how it would work is the game would have the ability to create and run game modules/scenarios akin to the old RPG modules we'd buy when we were younger like DC Heroes, Marvel Superheroes, Classic AD&D, etc.
These could help supplement what's in the game currently by adding another level of play-ability rather than just replace it outright. This also plays off the idea of having location pictures for the various game areas.
For example: You start playing the game as Big Chill and the some of the same stuff happens. You've locked horns with Winterlude and company a few times, saved the local financial community from Money Spyder and Bee Master a couple of times, and the Big C finally got to pop the question to his main squeeze. At some random point the game decides it's time to run CBH's version of "The Dark Phoenix" saga. The game then goes into detail (via text) that Big Chill's base was destroyed when something huge hit it; knocking out the other team members who were present (or perhaps even vanished). Cosmic Girl (or someone else moderately powerful as selected by the mod maker or the game at random) rushed to warn him but by the time she got there it was too late. Now Big Chill teams up with a random assortment of heroes and anti-heroes to try and stop the next disaster from happening.
Ideally this sort of thing is partly a take on how the TEW angles work and partly old text based RPGs worked akin to Zork and the early Bard's Tales series.
Just an idea either way. I think something like this could be awesome for the game and allow those who can't really render to still contribute in some way.
djthefunkchris
12-05-2011, 03:40 PM
I held of commenting on this, because for some reason I couldn't grasp what you were saying.... I kept thinking to myself, "Game modules": What do you think making a database for the game is doing? I knew I was missing your point, so I didn't comment. I think I finally get what your saying. The reason it's not/or didn't compute the first time, is because I couldn't think of how it would be different then just making a newer version of the same game, but I think I got it finally.
Great Idea... And yeah, I can see it being a combination of Storyline/Angle's. To make sure I get what you're saying, I'd like to add to it a little bit.
Fake Scenario: Brainiac is taking over all the worlds technology. Several technology puzzle's are set up. The other thing that comes with this is several "new" encounter's, such as robotic humanoids that Brainiac controlls, and other hired hands, not in the Original database. Perhaps a set award, after winning each goal of the Module.
To me this ties in with locations and the ATD system though. A way to set up "Levels", not just in each location, but where you have to actually go through one location to get to another. TO ME, this would do at least half of what your talking about, and this is why...
Let's say you want to add something to the default database, starting in "Boom Town". This is a location, only people in Boom Town can get to, and from there it get's deeper (Location 1 connects to Boom Town and Location 2, Location 2 connects to location 1 and location 3, and so on, however far you want it to go). This would allow you to set up specific people in each area, that are not going to travel anywhere else. It would do the old "Fantasy" DnD encounters, as well as Villainous, etc. You could (for example), Have a High Level Vampire deep in a secret part of Boom Town, that has various minion's for protection. You, the hero, would have to conquor each part of this, to continue onward (perhaps a "Boss" type in each sub-location, or "Zone" as Crayon labled it). When that boss is beat, you can travel to the next one.
So many things could be done, with just a few options like that. To me, it would make the gameplay 10 times more fun.
ProphetX
12-05-2011, 07:34 PM
Exactly. Plus it would allow you to continually throw minions at the heroes rather than have the one "set" of minions get beat up and then be out of use.
Example: King Midas has the Golden Army as lackeys basically. So perhaps he's in the middle of some nefarious plot in some abandoned complex of buildings somewhere. And as the module calls for room to room searching, that might allow you to run into the Golden Army more than once (and maybe a trap as they try to prevent you from getting to their master).
But yeah I think you got my idea :) I think something like this would be all kinds of cool
djthefunkchris
12-05-2011, 11:26 PM
/nod. In your example, the building might have a huge room at the top (major battle area where the boss and his best henchmen might be set up at), the second to last floor to the top, might have four rooms. Room 1 connects to the stairs leading up from the third floor from the top, and room 1 connecst to room 2 and room 4. Room 2 with room 1 and room 3, room 3 with room 2 and room 4. You could name them, Room to North, South, East, West, and people could feel as though they are going in a circle, covering each room... each room may or may not have something remarkable in it...
The thing is, it has to be "blind". You can only know that "X" is up to something in that building/Dungeon/Planet/city, whatever it is your mapping out. The "goodies" inside have to be kind of "Blinded" to the hero. Not saying that they shouldn't get the attribute benefit "Might be too dangerous" or whatever, that's cool... I mean to specifically know that Mr. Badguys goons lie behind that exact location/zone/room. That you won't know till going in there... and then you might "Patrol" the room, or you might decide not to patrol, and just go on... Perhaps a change with these locations could be that you could be attacked upon entering the room... if not, it's not as important as just being able to do it.... meaning, I would be totally happy if the player was able to just keep "Traveling" in the same way the game allows now, and reach thier destination without any fighting... as they are missing an opportunity to gain "Points" if they skip it anyways... which might lead to being a little unprepared by the time they get there, depending on how it is modded out... Me... I would have each level on the way be a little more dangerous, and perhaps even make it so they have to be "X" level to enter... to be certain they are worthy (not going to just jump to the top and die or beat up). Or... that might actually make it more fun for the player, who knows (It would make it more fun for me, but I'm glutten for punishment).
ProphetX
12-05-2011, 11:41 PM
Oh definitely. Taking another example from one of the other CBH threads: What about the Civil War, Phalanx Saga, Inferno, Fall of the Mutants (which that type of storyline would be utterly epic for the mutants in this game), Blackest Day, Knightfall (imagine how cool it would be to play one of the characters trying to save someone like Batman from being crushed by someone like Bane?).
I mean if something like this was added to the game it would go from deep to abyssal like overnight.
praguepride
12-08-2011, 01:11 PM
Having editable story arcs would be awesome.
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