Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Looking for rpg help
Looking for rpg help
Mar 25 2008, 12:55 am
By: Rantent  

Mar 25 2008, 12:55 am Rantent Post #1



I'm thinking about remaking an old rpg of mine, which was originally canceled when I found a pivotal spell the players used in the game would not work after playing a while. (Teleporting via COP.)
Anyway, I'm deciding to attempt to re-trigger the map and am looking for a new storyline, as the old one is still not functional. (Due to COP's still not being able to place after 5 mins or so.)

I'm wondering if anyone can come up with a storyline that would involve these locations.
There are three towns which could be used as starting locations, but each will have the same basic functionality to begin with.
- Each town has a castle, inn, potion shop and blacksmith, which all buildings are enterable
- Two of these towns have caves nearby which could be cause for some event.
- The three form a triangle on the map, and inside this triangle space there is a farm-like field.

As you follow the trails through the map, the characters will encounter first one of four monuments
- A gambling ring, in which players can fight in an arena, or bet on outcomes.
- A mountain with a "bad" castle on it, sealed off by a gate.
- A thieves hideout (Much harder to get to/find than the other regions)
- A large open field

Continuing along the map's road leads the characters to a large city.
- It has a all the buildings of the towns, along with a mercenary shop.

Characters must pass through this town, which leads them along a path to a ruined temple.
Entering this temple leads them to a teleport into a hell-like place, where the final showdown will occur.

So overall:
3 towns
2 caves
1 farm area
1 castle
1 gambling ring
1 thieves hideout
1 big city
THEN
1 ruined temple
THEN
1 dark scary place
(The thens mean that in order to reach the location below, you must go through the location above.)
All buildings in this are enterable, while most town buildings are simple, the castle/cave/temple/hideout/hellish place are more complex and allow for events to take place.

If this isn't enough I can post the map...



None.

Mar 25 2008, 1:17 am UNORiGiNAL Post #2



I dunno, I'll think about this... But why can't you think of a story? Seems simple enough.



None.

Mar 25 2008, 3:01 am Rantent Post #3



Quote
But why can't you think of a story? Seems simple enough.
Cause I suck at storylines/can't think of them in the sense of fitting them to preexisting area.



None.

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[05:47 pm]
NimoStar -- If its any consolation, the human brain would still mop the floor with this bot if it wasn't limited by the mechanical interface
[05:34 pm]
NimoStar -- Well. The bot didn't come up with any new strategy. It just has superhuman micro. Hard to beat that. I reckon even the simplest dedicated chess engines are unbeatable for humans now.
[02:13 pm]
Oh_Man -- all g
[10:54 am]
NudeRaider -- Oh_Man
Oh_Man shouted: NudeRaider did u watch the entire video? it's not one game. it's currently dominating the ladder at number 1 position. do ur research first!
Oops, caught me there, no I haven't. :( I was imagining how the game went. Sorry for that. Watching it now. brb
[10:52 am]
NudeRaider -- NimoStar
NimoStar shouted: They were not "Unprepared" that was their fifth loss in a row against the bot. The other replays are also available
that doesn't mean he was prepared. When humans come around with new strategies it often takes weeks until the pros figure out how to shut it down. Oh_Man that's certainly a way more convincing argument for micro being "too good to beat".
[09:43 am]
DiearAnother -- wirefram
[08:35 am]
NimoStar -- Well, pros showed that long ago... half of zerg pros just ling muta rush
[08:35 am]
NimoStar -- " its shown is that you can trade 1000's of apm to make up for lack of strategy"
[03:25 am]
Oh_Man -- https://youtu.be/R_6bsf9REkY anyone ever tried playing SC ghost?
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