Today, I wanted to share with you a completely experimental concept. A wild idea, like every day in the life of a slightly unhinged creator.
Imagine a world where every element of a scenario, be it an NPC, a location, or an object, can become the seed of a story. This notion of "infinite threads" goes beyond traditional quests to create a universe rich with possibilities. While it may seem bewildering at first glance, the goal is to demonstrate how inspiration can emerge from every corner of your game.
Encapsulation - Creating Independent Modules for Infinite Universes
Let's delve into the concept of encapsulation. Imagine it as creating independent modules for your game universe. It's a bit like the bottom-up or lean concept in building a computer application. You start with a solid and minimalist core, then gradually add features to create a coherent whole. But your core is independent.
In the world of role-playing games, encapsulation means creating standalone quests, characters, or scenarios, each with its own story and objectives. Each of these modules is an entry point to a world of potential adventures.
Think of it like building with LEGO. You start with basic bricks, then add specific pieces to create something new each time. This way, each module is a unique piece, but they fit together to form a harmonious whole.
This concept allows you to develop quests and adventures incrementally, addressing the needs of the moment. You can create a minimalist core that works independently, then add new layers as your story evolves.
Bringing Every Element of a Scenario to Life - The Endless Ramifications of a Solo Role-Playing World
Imagine your main scenario as a straight line, a main quest. As this quest unfolds, it branches into ramifications, choices, and complications that give birth to new adventures. If we follow this logic to its conclusion, each branch can itself become a main quest, with its own ramifications, and so on, creating an infinite web of narrative possibilities.
Every NPC, every location, every object becomes a narrative seed. A simple merchant can have their own story, objectives, and by interacting with them, you initiate a series of new quests. Likewise, every dark corner of the map can hide a surprise, and every found object can be the beginning of an epic.
The key lies in how you connect these elements to create a coherent and exciting world. NPCs can have linked quests, objects can have stories to tell, and locations can have secrets to uncover.
Creating Unlimited Adventures Simply - The Magical "Infinite Threads" Table
Let's start with a simple idea: every quest is connected to a non-player character (NPC). Every location, every object, every situation can be linked to one or more NPCs.
Now that you have reached an NPC, define them and complete the fill-in-the-blank sentence:
This NPC wants to do/needs to do [an action] to [something/someone] to accomplish a certain [goal]
d10 actions
- Kill/Destroy: The NPC seeks to eliminate or destroy a threat, an enemy, or an object.
- Protect/Keep Safe: The character aims to protect something or someone from dangers or threats.
- Discover/Reveal: The NPC wants to discover a secret, a hidden truth, or reveal important information.
- Convince/Persuade: The character tries to convince or persuade someone to make a certain decision or act in a specific way.
- Find/Obtain: The NPC needs to find a valuable object or obtain it in some way.
- Escape/Hide: The character seeks to escape someone's pursuit or hide to evade danger.
- Defend/Protect Interests: The NPC is tasked with defending the interests of a person, a group, or a cause.
- Destroy/Corrupt: The character wants to destroy or corrupt something or someone for personal or malicious reasons.
- Retrieve/Restore: The NPC needs to retrieve or restore something that has been lost or damaged.
- Understand/Decipher: The character strives to understand or decipher a mystery, an enigma, or a puzzle.
d10 goals
- Revenge: The NPC seeks revenge against someone or something that has wronged them.
- Power Quest: The desire for power, control, or influence guides the NPC's actions.
- Knowledge Quest: The character is obsessed with discovering secrets, mysteries, or hidden truths.
- Protecting a Loved One: The NPC is willing to do anything to protect someone they deeply care about.
- Greed: Money, wealth, or material possessions are the primary motivation for this character.
- Honor and Loyalty: The NPC acts according to a strict code of honor or strong loyalty to a cause, family, or group.
- Redemption: The character seeks redemption for past actions by performing acts of kindness or sacrifice.
- Adventure Lust: Excitement and discovery are the primary drivers for this NPC.
- Fear and Survival: The character is driven by the fear of death or destruction.
- Mysticism and Spirituality: The NPC is on a quest for spiritual answers, connection with higher forces, or transcendence.
[something/someone]: You've certainly understood that you can roll endlessly for a new item/location/NPC. And go further: magic, information, a faction....
If you want to discover the series, click on the links at the bottom of the page!
If you like solo rpg, don't miss my last productions on dtrpg
And more on the shop of our publisher
No comments:
Post a Comment