Re: Furry Dragons and Storylines...



At 9 Aug 2005 23:08:32 -0700,
Thomas wrote:

> How important is a background.

Well, it's not THAT important, unless you want to encourage lots of
roleplaying -- then you'll probably need some cinematics, lots of
intoductory text, and great, great amounts of external material --
concept art, stories and novels, etc.
It's usually best to take an existing setting, with all the novels,
pictures, etc. and use it in your game.

On the other hand, if you don't want roleplaying (it really doesn't
go very well with computer games), all you need is a little bit of
immersion. You need to be consistent -- whatever theme you choose.

Note that even NetHack is consistent in it's inconsistency -- it has all
sorts of things, like dragons, kris-knives, sinks, hawaian shirts,
katanas, angels, grid bugs, magic markers, quaggas, etc.
But after you see your first sink, you actually expect all those things.
It goes well with it's weird, everything included, theme. The dungeon
is supposed to be surprising and mysterious place.

There are also other models for dungeons, but few of them make exploration
as fun.

On the other hand, the reason why your character is supposed to be in the
dungeon, and the exact goal become irrelevant, unless you want to tell
a story.

--
Radomir `The Sheep' Dopieralski @**@_
(@a) 3 Be?
. . . ..v.vVvVVvVvv.v.. .
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