1) Deaths and Drops When I originally conceptualized the game, I wanted to build in a mechanic that would allow for temp drops, and ALSO allow for impactful exits if people wanted those. Hence the various ways that people could exit.
Now that the death and disease mechanic has been introduced, I'm rethinking both the death/disease and drop mechanics to make them align more. The object is still to retain weight, concern, and impact for both of these, but especially as people have voiced interest in personal discovery plots and I've started working on those mechanics, I've been considering
how to work those functions and mechanics. Right now, I'm going to keep Tragedy as a nuclear drop option. But death is going to have a broader scale of responses (1-10 deaths instead of 1-5) and have more impact into certain plot elements, hopefully. Those pages will be updated in the coming days.
2) Entrance mechanics Based off what people were saying in the interest plurk, I am working on reworking (and clarifying!!!) the application/arrival mechanics so that we can have a wide variety of people coming in. These plans are still in the works, but I've taken notes of the comments that people left and I am working on it! In the next few days, I'll be
expanding the Arrivals and Application pages so that they reflect a little more clarity and support a broader context of ways that characters can arrive, understand the environment, and engage with it in a spirit of horror and discovery.
3) Plot/Story Arcs Driving the Environment I have started writing out specific elements that can be brought up at any given time, and I'm working on story elements, maps, and information for surrounding areas to the Township! There's plenty to discover and investigate in the Township itself, but there's equally a lot to find in the Settlement, Crossings, and
other places. I've also tried to clarify, for myself, how horror will appear in the story and how to approach a lower key, player-driven story while still giving lots of plot, activity, and investigation options.
The soft launch is probably going to be delayed to about August, if all goes well. There's a fair amount of rewriting and other back end stuff to get on top of, and work is about to pop off for the summer, so I am trying to be conservative and self-caring in how I approach this.
When I originally conceptualized the game, I wanted to build in a mechanic that would allow for temp drops, and ALSO allow for impactful exits if people wanted those. Hence the various ways that people could exit.
Right now, I'm going to keep Tragedy as a nuclear drop option. But death is going to have a broader scale of responses (1-10 deaths instead of 1-5) and have more impact into certain plot elements, hopefully. Those pages will be updated in the coming days.
Based off what people were saying in the interest plurk, I am working on reworking (and clarifying!!!) the application/arrival mechanics so that we can have a wide variety of people coming in. These plans are still in the works, but I've taken notes of the comments that people left and I am working on it! In the next few days, I'll be
I have started writing out specific elements that can be brought up at any given time, and I'm working on story elements, maps, and information for surrounding areas to the Township! There's plenty to discover and investigate in the Township itself, but there's equally a lot to find in the Settlement, Crossings, and