Wednesday, August 29, 2012

Progress Update: August

  • Made a couple of playthroughs and generally spent time fixing bugs I found. 
  • Added maps supporting a common request for something to see in a thief based module. A lot of trial, error, and learning more about the walkmesh. Exactly what's done I'll leave as a surprise for people if they play it, but you'll think it's a couple of neat tricks. Much of the month was spend here.
  • Reconsidered my main plot. This is the important one for this month, even though it's going to be developed over the next month or two. I haven't been happy with the plot for some time. I can and have played the main plot to one of the endings, I just don't like it. The plot as it existed was an outgrowth of the proof of concept version of Crimmor I had a few people play early last year. The proof of concept just had a generic "find the plot mcguffin" plot since I wasn't concerned with plot so much as showing a module that didn't  require combat could be workable. When I decided to go forward with Crimmor, I came up with ideas for what the plot mcguffin actually did and why people would want it and built a plot out of that. The problem was that I wrote myself into a corner as the story ramped towards it's conclusion, and the endgame was out of left field. It didn't "fit". Why were these npcs where they were and doing what they were? It was a big problem, I couldn't figure out a reason, and "they have a reason that's all you need to know" felt hollow.
Changes and editing will be needed for the main plot. I've been doing some research on lore via the old Lands of Intrigue sourcebook, and working on some other ideas I can use, so we'll see where those go. I have four pages of notes right now for my new main plot idea. The new main plot fits the world and characters I've set up much better, I don't have to wonder why they are doing what they are doing. I've worked out an outline of much of the new main plot in two days of brainstorming (yay for bursts of writing creativity!) Even as I make major changes to the main plot, many things that were formerly in the main plot will remain in as an extended sidequest that effectively runs the length of the module, or secondary main plot, depending on how you wish to look at it. The current sidequests are all in place, even if not all are finished and tested. The new main plot looks to be able to better integrate some of these sidequests into it, making the sidequests more relevant to the main plotline.

I have a three day weekend coming up, if I remain as productive on writing plot I hope to have the whole new main plotline laid out over the weekend in enough detail to start implementing in September.

1 comment:

  1. Hi Kamal,

    PLOT: I know your pain ... :) Even with some of the simplest ideas I may have, unless there is a reason for it happening, I struggle to include it as an authentic "quest".

    That is half of the reason why my own module takes so long ... well that and I am just so slow at it. For instance, if you include just the main plot, then it would be a quick adventure. And so you add quests to support it, but why do they exist ... and so we come back to plot!

    Take your time and get it right is all I can say, but I know you are already making sure of this from what you write. :)