How to Save the World
Part Six
We ended the last chapter of this guide with a summary of my game so
far. As a general rule, I have started with an initiating event, then developed
the characters, then developed their fighting abilities, then developed the
plot. From there, I developed character, weaponry, and plot again. Then,
character, weaponry, plot again. The cycle is endless until the close of the
game. It follows that should you ever get writer’s block (and who doesn’t?) one
of the first things you should do is to go back and look at your last step. Ask
yourself whether this was a development of character, ability, or plot, and
then just take it from there. If you’re still stuck after that, try working out
in your head various possibilities along with the effects the advancements
would have on your game. Always plan ahead, but be flexible so that you are
ready to change some of your ideas at the last second if they don’t work out for
whatever reason. And trust me: it’s impossible to make a game without
constantly changing your original plans. I’ve already done it many times in
this adventure, and I’ve only just gotten past the easier half of my game.
My point is that even if you change the game around a bit, you should
still stick to the standard pattern of role-playing games: character, weaponry,
and plot. Learn this lesson well and your game will be the better for it.
My
last step, for example, was Chi’s letter, a character development of Alexandra.
She is now serving a different purpose as sidekick. Therefore, my next step is
to increase the abilities of Lewis Dominick. And yes, I’ve done that, too, by
giving him the Spell Book. Now I will advance the plot.
If
you (Lewis) do not have enough Jack’s Feathers to fill the first page of your
Spell Book, you must go back into the Heartland Castle to get them. Once you
have filled the first page, you can perform two key spells: the Cracker and the
Sound of Somnolence. The Cracker breaks any boulder blocking your path (like
the one blocking your way out of the Broken Heartlands), and the Sound of
Somnolence puts everybody in a place asleep (like the fighting people on
Obliteration Field).
Use
these two spells to get out of the Heartlands and into the middle of a much
calmer Obliteration Field. Now, technically, you can access all four major
lands of Aetre’s Island. But there is not much to do in Club Town, you cannot
get too far in Spade Mountain without the Lightning Bomb, and you just came
from the Heartlands, so why turn back?
Go
down the East Road in the direction of Diamond Castle, and you will see several
people trying to remove a boulder blocking what they say is a path. You don’t
see anything except a rock wall, but you help them out by using the Cracker.
Sure enough, there was a boulder in the path, which reveals to you another
secret of Aetre’s Island geography: the East Road actually forks into two
directions, which you never knew before. To the left is Diamond Castle (not
much there but ruins), and to the right is your next stop, Safe Haven Village.
Safe
Haven Village is a small mining town overrun by refugees of Heartlandtown. The
Hearts have come and rebuilt almost their entire town, just with everything in
a different place. So if you didn’t get those extracurricular things done
earlier, you can do them now. What catches your attention, however, is that
there are also some refugees from Club Town staying here! But didn’t they all
die? Ask any one of them and they will tell you that they were warned to
evacuate by the king himself and a young girl in white (that must by Ky). They
will tell you that not all of the town’s residents would evacuate when the
warning was given, so not everybody made it. The king left the town to lead the
refugees here, but the girl stayed behind in Club Town to try and persuade
others to come. Nobody has seen her since.
*This
is a character development.
Those
Clubs that survived are staying in the newly relocated Heartbreak Hotel. While
in Safe Haven Village, you will be treated differently by the Clubs, Diamonds,
and Hearts, as I will refer to them. The Diamonds are furious that their town
should be infested with the likes of so many foreigners. And not only are you a
foreigner, but you removed the boulder they so carefully placed to keep away
more outsiders. You won’t exactly get preferential treatment from these people.
The Hearts are as nice to you as they ever were. And of course, you are
recognized by name and welcomed among the Clubs. Note that you can tell the
three groups of people apart by their clothing. Clubs wear green, Diamonds wear
silver, and Hearts wear dark red.
*In
places with more than one ethnic group of people, always look for signs of
tension among at least one of the groups. A recurring theme in RPG’s is that of
the need for unity in order to succeed.
In
Heartlandtown there was a shop called the Deuce’s Clothing Store, where you got
your red Loyalist uniform. Go here now and you will find that the “deuce” is no
longer in charge. It seems he was one of the unfortunate ones to not make it
out of Heartlandtown alive. His brother, a Diamond, now runs the shop. He tells
you he doesn’t have anything your size except a black version of your suit. He
would normally refrain from selling such a fine garment to a foreigner (notice,
he doesn’t address you as a Club), but for a certain price, he’d let you have
it. What’s the price? All hundred of your Alligons and your red suit in
exchange for the black one. Does this sound like a rip off? Well, actually,
it’s not. Take the deal, and you will be able to perform charged combo attacks.
How does this work? In a dungeon or miniature dungeon, Lewis can charge up his
attack meter by performing his regular combo moves in fights. After he has
charged his meter enough, it will flash green and Lewis’s next combo will be an
upgraded version of itself, applying twice the damage it would have in the
first place. This works for Lewis’s hand and foot movements, but also for his
weapons. For example, where you used to be able to perform moves like the
double aerial twister kick and the circular trip (bow staff), you can now do
the triple aerial twister kick and the charged helicopter attack.
*This
is a weaponry advancement.
*One
element of the plot that you should never forget to implement into your RPG is
suspense. Let your character take a break every now and then, but make sure
that break is short-lived every time. Just when things look “as safe as a
haven,” it is your job to put an end to the peace.
Just
as you are walking through Safe Haven Village, you find a mysterious dirt
street that is marked “No Thru Street” and seems to lead to absolutely nowhere.
Go down that street and you will see how wrong that first impression really is.
When you reach the end of the road, the world turns black around you as a giant
claw comes up from the earth and pulls you in its palm down into the ground.
Once underground, you see that you are in an ancient abandoned mine
shaft, the Tumbledown Diamond Mine, from which Diamondland gets its name. If
you want to get out of there, of course, you can. Simply follow the sign that
reads EXIT. If you’re fully equipped, though, you probably want to stay and
check things out. The second letter from Ky is posted on the wall just past the
entrance. It reads:
Lewis,
What
you see in this mine was once shimmering with the glitter of thousands upon
thousands of diamonds. There were so many, in fact, that if all of them had
been mined, the gems would be so common in these lands that they would be worth
less than any other ordinary rock. It was because of this fact that King Aetre
decided to temporarily end mining in the shafts about a decade ago. But now,
all of the diamonds are gone, and nobody knows why. I’m sorry I can’t tell you
much about what else is in this underground lair, but I do know that somewhere
around here is the entrance to the Chalcedon Caverns, wherein you will find the
next Jack, the Flying Amethyst. I also know from King Aetre that you cannot get
into the Caverns unless a secret lever has been pulled. Even the king does not
know exactly where the lever is, but he tells me it is hidden west of Club
Town. You probably can’t get there, so I’m going to try and pull the lever. You
just worry about getting into the caverns. And while you’re in the mine, Lewis,
be careful and look out behind you!
Ky
Before
you know what is happening, a shadow rises up behind you and blocks out the
light. When you turn around, all you see are two red, very big, very angry eyes
looking at you. Whatever the thing is, it hisses at you and attacks Fend it off
and you will find that the animal shrinks when hit. Eventually, it backs off
and shrinks until it is only the size of an ant and scurries away. When it
does, a piece of paper falls from behind Ky’s posted letter: a map of the
Tumbledown Diamond Mine. As you walk through the cavern, you see several boxes
filled with mining supplies. The only two you can use are cherry bombs and
matches. Use the matches to light the lanterns in the mine. Even after ten
years, most of the lights still work, as they should. The cherry bombs are
useful wherever a path is blocked by wood or rubble. But you cannot get through
some of the obstacles without the Lightning Bomb.
*Are
you getting the feeling that the Tumbledown Diamond Mine is a miniature
dungeon? If you saw that one coming, give yourself a pat on the back. By now
you should be able to identify these things when they happen. And if you can’t
yet, don’t worry. It just takes time, that’s all.
You
walk through the passages of Tumbledown, every now and then finding Jack’s
Feathers, fighting cockroaches that suddenly grow into giant enemies when they
see you, and fending off the rocks that fall from the ceiling in some of the
more decrepit parts of the mine.
Eventually
you reach the end of the paths in Tumbledown, and you see the Chalcedon Caverns
in front of you. You just can’t enter, because there is a vault door covering
it. The sign in front of the door reads “Opens only when lever is pulled.” That
must be the same lever that Ky mentioned in her letter. She said she’d try and
open it, but it doesn’t look like that’s been done yet. There is another sign
next to the door, though…
*Before
I tell you exactly what that sign reads I want to explain to you the difference
between Advancement and Complication. Advancement happens whenever you build
upon the characters, weaponry, or plot of the game. This means that you are
merely adding to what you had or what you knew earlier. Complication can only
happen to the plot. It occurs whenever you throw a “twist” into the picture.
An
example of a plot advancement would be when the wolf goes from the house of
straw to the house of sticks to speak to the next little pig. A twist would
happen if the second pig had been a member of the NRA and blown away the wolf
with an AK-47. What makes that last example a complication instead of an
advancement? Simple: the gun changes the potential length of the story. Now the
fairy tale ends much sooner than it would have, since the wolf died at the
second house, not the third. A complication changes the length of the story,
but it can make the plot longer just as much as it can shorten it.
In
my game, a plot advancement would have been for Lewis to march right on into
the Chalcedon Caverns and take on his next dungeon in search of the Flying
Amethyst. A complication occurs when he cannot open the door immediately. This
complication is minor compared to the solution process it takes to open the
vault, which if you remember back to the rhymed legend is referred to as the
“safest of vaults.” Will it be easy to crack? No. But you are hinted at the
first step to accessing the lever when you look to the left of the door and see
the sign, in faded but still visible letters… SWITCH…
Next time, Part 7: Heroes and Legends.