PedroSteckecilo said:
I'm a vet with all the RPGmaker programs and I have one big tip, don't rely on the battles, there's no way to coax an interesting fight/skill setup out of those. Similarly try to make it more like and adventure game than a traditional RPG.
Other than that...
Do the Medieval Earthbound, fill it with music references and irreverant humor, give the enemies funny attacks and make the whole thing about aliens coming to earth to steal dairy products for their giant calcium monster.
I'm really liking on the Earthbound idea, although anyone who knows me knows why. Darn you,
Pedro. Despite the fact that I'm clearly unqualified for something like this, I have to try it.
And I don't usually get too battle-intensive. Dungeons go from Point A to Point B, and the battles and such there-in are really about getting to futz about in the battle system, learn some silly stuff, and goof off, like most of my games. I have a few tried and true dynamics to make it more interesting. I'll be trying out some new stuff too, as I always do with games like these.
Appreciate the advice though, have you worked with the two new systems? XP and VX?
TheNecroswanson said:
But for an RPG? Let's see if The Necroswanson has any ideas. Well, back in the day when I ran RPG Maker 2k, I was working on a Dragon Warrior (the first one) type of play,(random encoutner type stuff with heavy dungeon diving) with the story revolving around a semi apocalyptic winter brought on by an unknown cause. It didn't make for great story development because it was just an uber wizard. However I put umteen million background stories and side quests for the characters.
Ah man, as much as I'd love to do something like this, I really don't have quite enough focus to keep my points in line. I can do backstory, foreshadowing, simple plot setups, but I can't go epic or super secretive. I've never liked stuff like that, as a reader, so I never really learned it as a writer. I'll do my best to making it interesting, at least.
Altorin said:
well it would be nice to have a setting to work with...
For a plot you need a beginning, middle, and end.. I KNOW that sounds like "well, no duh", but professionals forget that basic all too often. Have a Beginning, Middle and End, and know exactly what they are. Also know where your plot climaxes.. in a game, that should come near the end, perhaps a last boss, but it doesn't necessarily have to come at the very end.. Know where your plot climaxes
other then that, you haven't given me anything to work with.. What kind of RPG is it? which RPG maker is it? How big do you want the game to be?
Ultrajoe said:
I can spew settings like... well... spew.
What did you have in mind?
Okay, the RPG is going to blend primarily around humor, almost exclusively. It will, with some luck, be similar to the Mother series in that respect. As far as setting, I was thinking generic fantasy-looking with a metric butt-ton (Imperial Rear-Ton if you want it in Imperial) of anachronisms, out-of-place dialog, and items.
I'm hoping the game will have at least 20 hours to it, probably including sidequests in that count, as I've never been able to drag out stories for that long in these things.
And the RPG Maker is RPG Maker VX [http://tkool.jp/products/rpgvx/eng/index.html], which is a PC title. Any information you would want for it is on their site, although I can answer more questions if you have anything specific. Before you ask, I don't intend on using the scripting capabilities for anything other than minor cosmetic changes, although I'll probably tinker with a few scripts to see if I can do anything interesting.
Dr Spaceman said:
Wait, wait. Original idea? Yes, well, how about an RPG where you DON'T save the world?
The reason it's such an over-used trope is because it does set a good stage. It's difficult to work through something if your only reward is "You didn't save the world, but you did buy a slice of pie from the local baker's!"
I probably won't use the save the world trope, but I'll try to do something a little epic with the story.