Quests as Worldbuilding

Mar 20, 2016 21:01

One interesting thing about storyline quests in Chuubo's is that they provide worldbuilding in a way that's not present in most RPGs. I feel like most RPGs worldbuild in two main ways: directly, by telling you facts about the world of the game, and indirectly, by the traits, capabilities, and abilities of characters and how they interact. A related ( Read more... )

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l33tminion March 21 2016, 10:03:53 UTC
Very curious to see how this will work out in practice in Chuubo's, especially given miraculous arcs in a pastoral setting. I wonder if I should tone down my character a bit (or a lot) in terms of high-fantasy-ness, though I like my basic concept.

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kihou March 21 2016, 14:17:32 UTC
I mean, you and Andrew seem to both have pretty epic characters who are specifically focusing on having less-epic lives right now, which seems fine. Given the example of Glass-Maker's Dragon, which is a pastoral campaign which has a character obsessed with nightmare science and one who's the king of evil and so on, it doesn't seem necessarily outside Jenna's attention. Things might get more like Spirited Away sometimes than Kiki's Delivery Service, but any character with 3 points of miraculous arc traits is going to be pretty ridiculous, so I'm fine mixing some epic plot elements with the important stuff of making a home in Fortitude and helping kids get to school (or Chuubo get his ice cream) if you are.

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l33tminion March 21 2016, 15:45:05 UTC
Spirited Away is a pretty great example, if I'm getting what Jenna means by "Pastoral".

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kihou March 21 2016, 16:08:10 UTC
It sorta seems to me that the idea is "the important stuff is connecting to people and valuing/emphasizing ordinary things, whether you're actually leading a pretty ordinary life in a pretty calm town or whether you're inventing nightmare creatures or fighting the forces of darkness".

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