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 I've been looking at 2 threads recently, one about roadblocks and one about a past-his-prime character... and thinking about both of them sparked an idea in me.


 In his prime, Darius (name is WIP) was the greatest warrior and mage the world had ever known. He was the first to successfully blend both swordsmanship and magic and he put down a great many evils in his time. However, time is the greatest enemy of man and eventually he began to feel the weight of his years. He married, had 2 sons, and started a school. Eventually, his sons married and had children of their own, taking over his school. However, one day an evil from Darius's past returned. The sons took their students and all of the old man's gear and went off to face the evil... but never returned, leaving Darius to raise his three Grandchildren alone.


 When the story starts, Darius is already in his 80s and his grandchildren are in their early teens. Something happens and they are forced from their home. Darius has little choice now but to train his grandchildren to face the evil. Darius is level 99 but his stats are seriously degraded. The grandchildren are level 1 and the fights (even the earliest ones) are extremely difficult. For the first (rather long) while, Darius has to strategically use his skills to protect his grandchildren so that they can learn to fight (ie. level up).


 There is a story and a plot but the player is not required to follow it. In fact, they can just grind for levels then go strait to the final boss to defeat it... but doing so results in a bad ending. The events are timed too... so, if you want to do them, you have to go when the game says to go (the marauding hordes of evil won't wait for you to go level up in a field somewhere)


 I was also planning on having the old man himself be a roadblock for certain things. For example, if you want to go to a mountain, he tells you (when you first arrive), that ogres live here, that they're very strong, but vulnerable to a type of poisonous plant. He then suggests going to gather some before proceeding. If you continue, he warns you a few more times before you get into a scripted fight with an ogre. If you lose, he'll take the unconscious kids and flee, scolding them for not listening... but if you win, he'll admit that you're strong enough to handle it. If you go get the plant, then you can use it to give your weapon a paralysis effect which makes the fight much easier.


Would you be annoyed at these kinds of roadblocks?


 I also thought about having the Old Master's training actually let you control the 3 kids'  stat growth. They all start as the "Disciple" class with relatively even (if a little slow) stat growth. By training certain stats, they can advance to a more specialized class (such as mage, warrior, or cleric). However, NOT focusing on a certain stat will leave them with only the "Adventurer" class, which is an upgraded "Disciple". Not 100% sure how this would work though.


 A friend of mine suggested that, once the kids reach a certain level/story progression (I think I'll do it when all 3 kids are no longer "Disciples" if I do it), then the option would exist to swap him out for a younger 4th member with higher stats. If given a choice to keep the Old Master or trade him for someone with higher stats but fewer skills, would you? Naturally, I'd like to make this decision harder by keeping the Old Master viable as a support character though I'm not 100% sure how to keep him viable once they really start to outpace him since he's meant to be pretty static.

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Hello! I would like to know if there are any pluggings or any way to customize how battles look?
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