Subject:
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Re: Hello!
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Newsgroups:
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lugnet.castle.org.cw
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Date:
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Tue, 30 Apr 2002 20:40:12 GMT
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Viewed:
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1640 times
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In lugnet.castle.org.cw, Jeff Stembel writes:
> In lugnet.castle.org.cw, Matt Hein writes:
> > In lugnet.castle.org.cw, Jeff Stembel writes:
> >
> > > Well, I think the lack of map updates is the problem in that respect. Most
> > > people were sending characters to the IOM on a mission, but they can't
> > > continue on these missions if they can't actually go anywhere. One
> > > suggestion I made a while back that could still be implemented is seeding
> > > story ideas into each map section. That way people have something to do even
> > > when there is a technical difficulty. :)
> >
> > A seeded story would be a good idea, but I think implementing
> > an actual storyline into the whole IOM would be a decent idea
> > too.
>
> Well, the point of IOM is creative freedom for the individual authors in an
> interactive environment. Forcing them to follow a single storyline is
> antithesis to the original plan.
Even so, without a preset storyline, what missions would
there be, entirely? Most of them, I presume would be the
expansion of cities, exploration of caves, and such. However,
with a storyline, the idea of the story would progress much more
thoroughly, and would add to the intrigue of the story. How about this?
The storyline progresses as the characters, as they go along. Sure,
it isn't a game, but think of it as crestive writing of scenerios.
You're given a preset situation (which you have no clue to what
is is until it's selected, and each character gets a different mission.
Their goal is to find a way throughout the mission by doing
so as they would do in a normal situation. Puzzles, like simple
logic, military strategies, etc. I think this would actually add
to the mystery, and probably some great ideas from characters, on
how they would escape the situation, and progress through the
storyline.
> > However, I see hardly any story line, and the missions sent into the IOM seem
> > more like expeditions into the unknown, with no storyline in sight. Perhaps,
> > the chief administrator of the IOM site, could add storylines into a
> > predestined area only he would know about, and the other players of IOM
> > wouldn't know (to add to the intrigue and mystery) I.e an example of this
> > would be.
> >
> > Administrator places an event on section 13 of the map.
> > "character runs into a tribe of killer goblins!"
> >
> > Player one steps onto section thirteen.
> >
> > Admin delivers message stating that player one has run
> > into killer goblin tribes!
> >
> > Now, player one must devise a way to escape from
> > the situation or end up an early demise, and get
> > kicked out of the game.
>
> I think you're missing the point of IOM. Its a tool for storytelling, *not* a
> game. Only the individual storytellers can decide if their characters die. In
> addition, "The storyteller meets a tribe of killer goblins" forces the authors
> into a set storyline. It is much better to give them a fairly neutral idea,
> and allow them to develop it as they choose. Also, these story ideas would be
> completely optional.
Even if it is a tool for storytelling, you know, it would help to
have suggestions such as these. Sure, some situations could be
optional.If the preset character runs into a tribe of killer nomadic
spartan goblins with eight foot swords, than the character would
have the choice, of A. running off back to the village like a wimp,
B. devising a way to get around the goblins and create an interesting
storyline, or C. Join up with other characters to attack the goblin brigade.
Yes, this isn't a game, and the storyteller could decide what happend,
but random inserts, and situations/scenerios would definitely add
to the fun of the IOM.
I respect your opinion on IOM, but I'm just offering a few
words of advice for the setup of the role playing quest (or
how I like to say it, scenerio development).
Just my two bricks...
<<_Matt Hein_>>
Lugnet No. 1112
Pyrokid17@hotmail.com
> Jeff
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Message has 1 Reply: | | Re: Hello!
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| (...) There are many, many possibilities. Maybe there is a war at home, and they are looking for help. Maybe there was a legend about sleeping gods on the isle. Maybe they want to colonize. Or maybe they just want to explore. :) (...) Ah, but there (...) (23 years ago, 1-May-02, to lugnet.castle.org.cw)
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Message is in Reply To:
| | Re: Hello!
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| (...) Well, the point of IOM is creative freedom for the individual authors in an interactive environment. Forcing them to follow a single storyline is antithesis to the original plan. (...) I think you're missing the point of IOM. Its a tool for (...) (23 years ago, 30-Apr-02, to lugnet.castle.org.cw)
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