Ace
Dominick
By Aetre
February-April 2001
Creating an
Imaginary World
To start with,
there are three main categories of RPG’s. First, there are those that take
place in the future. Most of the gameplay in these adventures involves laser
weapons, electric attacks, psychic powers, space travel, etc. Next, there are
the ones that take place in the present era. These are just about the same,
except that there’s less supernatural and more gunplay involved. First-person
shooter games are a variation of this type. And lastly, there are the games
that take place in a more traditional Medieval setting. Gameplay here involves
swords, magical spells, and either fairies, wizards, or some sort of mythical
being.
For my RPG, I
choose the medieval setting (this is the most common category anyway). Now that
this is decided, I must choose a plot.
The idea of all
role-playing games is that it is up to a hero, played by you, the gamer, to
save the world from impending doom. Usually, but not always, this means there
must be a supervillain working against you. I say “not always” because
sometimes that villain is time, and the game is played in a continual race
against the clock. But even then, there has to be some evil force fighting
against the protagonist. There are three ways to present this situation:
1. The game takes place in a country
divided. On one side of the civil war are the good forces, and on the other
side are the evil ones. The hero must then complete a series of tasks to thwart
the evil troops and save the day, usually by defeating their leader in
close-range combat at the end. Then the hero gets a medal of honor, the
princess’s hand in marriage, or, if nobody else is in charge, he can simply
take over the place. So many possibilities, so little time.
2. The hero / heroine sets out on a quest for
a mythical object, like an orb that grants its owner control of the universe or
something. Often in this case the villain is searching for—or already has—the
orb in question, thus complicating the situation quite a bit.
3. The third option is to combine these two
ideas and have the good side of the battle protecting its “orb” from the evil
side.
To keep things
simple, I am going to stick with the first plot for my game. Hence, the
adventure will take place in a medieval nation in the midst of civil war. I’ll
call this place Aetre’s Island (I think that has a nice ring to it). I will
call the main battle ground Obliteration Field, and it will be right in the center
of the world. And all day and all night there will be fighting on Obliteration
Field, the good forces mostly to the east, and the evil ones to the west side
of the field. And no matter how long they fight with their cannons and arrows
(no guns allowed), it will always come to a standstill.
*Note: It is
generally a good idea to have some sort of open space in the middle of the
created universe, so there is always a large central point of reference.
North of the
field will be Club Town, where our story starts. This town is filled with
people who just want to stay away from the horrors of war and get on with their
lives. However, many of the young boys of the town have enlisted in the good
army so they can see some real action. In the township there is one boy, Lewis
Dominick (the hero), who at age 14 is too young to enlist in the army, but too
old to have any fun with the younger kids of the town. Despite his aunt’s
orders not to, he decides to escape one night and head out into the battlefield
where the action is. Between the battlefield and Club Town is the North Road.
While he is on this road, there is an explosion behind him. He looks back to
see several objects resembling shooting stars fly from the southwest and strike
Club Town. The whole place is soon ablaze, people running and screaming
helplessly. All Lewis can do is watch as the town is destroyed.
When the bombing
stops and the night rain has put out the fires, Lewis goes back to find a town
with no survivors. He goes to the smoldering ruins of his home, and sobs
quietly under the remains of a tree in his front yard.
Then the enemy
army, led by General Dastard, shows up. Dastard sees Lewis sitting under his
tree, head in arms. The villain chuckles softly, and gives you that smug grin
villains are famous for. It’s as if whenever you see this guy, he’s always
wearing that same old confident smirk. So Dastard greets Lewis, tells him to
get up and quit crying. He then comments on Lewis’s clothes, saying that
dressing in the style of a king’s loyalist citizen is no way to gain Dastard’s
favor. Lewis is wearing clothes similar to a blue karate suit with a black
belt.
Dastard is about
to force Lewis to join his army when the good army shows up. During the ensuing
battle, an officer from the good side tells Lewis to escape into the Northern
Woodland, just east of Club Town and to safety. But, since the Northern
Woodland conveniently leads to Diamond Castle to the east of Obliteration
Field, the officer wants Lewis to carry a message with him to be sent to the
king. The officer warns you previous messengers that have tried to go through
the woodlands have not come out alive, so Dominick should take care.
*All RPG’s start
with an event that causes a sense of urgency. An important message must be
sent, a lost item must be found, an enemy has attacked, the good king has died,
the cat got out again, we’re out of ketchup… the possibilities are endless. And
it is strongly recommended that you design the RPG to involve a series of
events where one thing leads to another, leads to another, etc.
Now that the
sense of urgency has been presented to our hero, Player 1 (the gamer) takes
over as Lewis Dominick. Whenever Lewis is controlled by the player, I will
refer to the hero as “you.” At this time you choose to follow the officer’s
advice and head into the Northern Woodland. You have no weapon as of yet, and
your only item is the message. A ways into the forest, two masked ninja
characters suddenly jump out at you. One has a bow staff, and one carries some
throwing stars. They see your clothes and the envelope in your hand and attack
you. The first to approach you is the one carrying the bow. He is slow, and you
can dodge his attacks pretty easily.
On the sidelines
is a man in a scaffold who yells for you to come over to him. When you do, he
explains that he is the last messenger to come through these parts. He says
that while he was no match for these ninjas, a fast young person like yourself
might be able to beat them. He gives you instructions for what buttons to press
to perform some basic kicks and hand movements.
*Remember,
throughout the game, the hero will learn more advanced techniques for
hand-to-hand combat and weaponry. Don’t start your game by giving the hero
access to the best moves immediately! Save the best stuff for last.
With his advice,
you tuck the envelope in your pocket and start fighting. You hit the first
ninja, and he drops his bow. You pick it up and the messenger yells once more
to you, this time giving you commands for basic bow technique. While he’s at
it, he tells you how to use throwing stars as well. Once you hit the first
ninja a few times, the second curses the messenger for helping you and kills
him. Now the two ninjas attack you at once. Hit them each three times and you
kill them. And after the one with the throwing stars is down, his weapons are
yours for the taking. When the battle is won, you hear a voice calling from the
ninjas’ tent. Inside is a girl your age (that is, Lewis’s age) tied to a chair.
*A good RPG rule
of thumb is that any character the hero helps out will later help the hero.
Now you’ve met
the girl, and you untie the rope behind the chair. She introduces herself as
Alexandra Chi. You can call her Ky for
short. She tells you that she was the messenger’s daughter, and yes, she heard
what just happened outside. Now she wants revenge, and she hopes that you, oh
ninja slayer that you are, can help her. She begs for you to take her along on
your adventure. And she won’t take no for an answer. So you let her come with
you to deliver the message to the castle.
*Now we get to the rules for a sidekick. A sidekick does not have to be,
as she is in my game, the same creature as the hero; it can be a fairy, a
little bug that follows you and gives advice, a little alien creature you have
just saved from certain death, be creative. Also, a typical sidekick has a
general knowledge greater than the hero’s, but lacks the hero’s physical
ability and / or weaponry. The idea is that the sidekick should possess
mainly the abilities that make up for the flaws of the hero. In my case, I
picked Ky because she was traveling with a messenger. Therefore, she has
experience from being many different places, which makes up for Lewis
Dominick’s (and the gamer’s) inexperience with the world outside Club Town.
Perhaps that may come into play later on…
Once the two of you reach the end of the woodland, you come to Diamond
Castle, where you talk to the good King Aetre (a.k.a. yours truly), he gives
you orders to find something that is missing, and one thing leads to another,
etc. The entire strategy guide to the game is not necessary at this point. The
important thing is that Aetre’s Island has been created, the plot has been
established, and we are now ready to address our plans for the hero, Lewis
Dominick, specifically, his fighting abilities.
--
Lewis Dominick at a Glance:
Hand techniques (from most basic to most advanced; keep in mind he cannot
do all of these yet): Block, high block, low block, chop, elbow, choke grip,
judo slam.
Foot techniques: Round kick, spinning hook kick, double aerial twister,
triple aerial twister, charged lightning kick.
Jumps: Basic jump, high jump, forward flip, backward flip, hovering.
Bow staff maneuvers: Block, strike, double strike, spin, circular trip,
charged helicopter attack.
Other weapons: Throwing stars, crossbow, cherry bombs, lightning bombs,
arrows for crossbow, lighter for lightning bomb.
Spells: Lewis can use a codebook he finds in the second dungeon to
conjure up certain effects. When he gets the codebook, though, it’s missing its
pages. Lewis must find them while on his adventure.
*All RPG’s have some sort of mythical aspect to them that allows the hero
/ heroine to perform supernatural feats. Keep this in mind when you go to
create the villain and other enemies, who by definition must succumb to certain
attacks and repel others, respond to some magical spells and not to others.
The stage is set. I am now ready to create the levels, the challenges,
the side characters, and everything else, one by one as they come into play.
This is the setup for my role playing game. Next, Part 2: The Introductory
Dungeon.