So You Want To/Write an RPG: Difference between revisions

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== '''Necessary Tropes''' ==
== Necessary Tropes ==


[[Rule of Fun|The game needs to be fun]], first and foremost. It doesn't matter how awesome your story or how unique your setting, if the gameplay isn't at least adequate, the players won't follow.
[[Rule of Fun|The game needs to be fun]], first and foremost. It doesn't matter how awesome your story or how unique your setting, if the gameplay isn't at least adequate, the players won't follow.
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How innovative are you planning to be? Some players still love generic dungeon-town-dungeon-town adventures, but others want more variety or a new spin on the genre. Some players love to see an occasional [[Unexpected Gameplay Change]], but others hate them with a passion. Try to decide early on which audience you're aiming for.
How innovative are you planning to be? Some players still love generic dungeon-town-dungeon-town adventures, but others want more variety or a new spin on the genre. Some players love to see an occasional [[Unexpected Gameplay Change]], but others hate them with a passion. Try to decide early on which audience you're aiming for.


Almost all [[RPG|RPGs]] include a hero who runs around hacking enemies to pieces in one form or another. So you're going to need some [[Death Tropes]].
Almost all [[RPG]]s include a hero who runs around hacking enemies to pieces in one form or another. So you're going to need some [[Death Tropes]].


You may want to check out [[Video Game Characters]], [[Stock RPG Spells]] and [[Stock Monsters]] while you're at it. And [[The Grand List of Console Role Playing Game Cliches|this]] and [[The RPG Cliches Game|this]] are both useful.
You may want to check out [[Video Game Characters]], [[Stock RPG Spells]] and [[Stock Monsters]] while you're at it. And [[The Grand List of Console Role Playing Game Cliches|this]] and [[The RPG Cliches Game|this]] are both useful.


== '''Choices, Choices''' ==
== Choices, Choices ==


Do your characters have magical powers, or are they normal humans (they can be other species, though) who differ only in how strong, fast, resilient they are?
Do your characters have magical powers, or are they normal humans (they can be other species, though) who differ only in how strong, fast, resilient they are?
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Is the hero a [[Featureless Protagonist]], or does he have some personality beyond what the player brings to the table? This is fine in free roaming [[RPG]]s or RPGs where the player gets to control everything the character says, and where what they say actually makes a difference. However, for your average Final Fantasy type game, a silent protagonist will ruin the potential for immersion. Interesting characters are a frequent draw of RPGs, and silent protagonists are harder to make interesting.
Is the hero a [[Featureless Protagonist]], or does he have some personality beyond what the player brings to the table? This is fine in free roaming [[RPG]]s or RPGs where the player gets to control everything the character says, and where what they say actually makes a difference. However, for your average Final Fantasy type game, a silent protagonist will ruin the potential for immersion. Interesting characters are a frequent draw of RPGs, and silent protagonists are harder to make interesting.


Does he arrive on the scene with total amnesia, or does he recognize people he's met and places he's been before? (Warning: Amnesia has been done an awful lot in RPGs; if you're going to use it, make sure you use it well) Do [[NPC|NPCs]] recognize him? How important is the hero? How experienced is he? If he's supposed to be experienced and well-traveled, how do you justify [[Overrated and Underleveled|starting him at level one]] with a [[With This Herring|wooden sword]]?
Does he arrive on the scene with total amnesia, or does he recognize people he's met and places he's been before? (Warning: Amnesia has been done an awful lot in RPGs; if you're going to use it, make sure you use it well) Do [[NPC]]s recognize him? How important is the hero? How experienced is he? If he's supposed to be experienced and well-traveled, how do you justify [[Overrated and Underleveled|starting him at level one]] with a [[With This Herring|wooden sword]]?


How feasible is a [[Low-Level Run]] (or even a [[Pacifist Run]])? Can a pacifist hero earn experience and go up levels? Or, for that matter, even survive the trip from one town to another? If your experience gain is based ''entirely'' on killing monsters, you may want to think this question over ''really'' well. Of course, if you don't care if a [[Pacifist Run]] is possible, this isn't a big deal.
How feasible is a [[Low-Level Run]] (or even a [[Pacifist Run]])? Can a pacifist hero earn experience and go up levels? Or, for that matter, even survive the trip from one town to another? If your experience gain is based ''entirely'' on killing monsters, you may want to think this question over ''really'' well. Of course, if you don't care if a [[Pacifist Run]] is possible, this isn't a big deal.


== '''Pitfalls''' ==
== Pitfalls ==


A lot of older games are virtually unplayable nowadays due to slow speed, annoying controls, and the lack of certain shortcuts we have grown to know and love. Games like ''[[Final Fantasy I]]'' and ''[[Dragon Quest]] I'' are virtually unrecognizable to fans of their modern installments, and playing them is like going from ''[[Warcraft]] II'' to the original ''[[Warcraft]]'', where you had to specifically select the "walk" and "work" buttons, and couldn't just right-click on the place you wanted to go or the thing you wanted to do.
A lot of older games are virtually unplayable nowadays due to slow speed, annoying controls, and the lack of certain shortcuts we have grown to know and love. Games like ''[[Final Fantasy I]]'' and ''[[Dragon Quest]] I'' are virtually unrecognizable to fans of their modern installments, and playing them is like going from ''[[Warcraft]] II'' to the original ''[[Warcraft]]'', where you had to specifically select the "walk" and "work" buttons, and couldn't just right-click on the place you wanted to go or the thing you wanted to do.


Now, we can forgive older games for these faults. We don't mock the pioneers because they took the long way around -- they're the ones who drew the maps. The old games got us to the point where we can enjoy the shortcuts and features built up over multiple decades of field testing. But you ''do'' know, or at least you ''should'' know, how players will want to control the game and at what speed they will want to play. What are their expectations? If you deviate from them, you better a) have a damn good reason and b) be sure that it's worth it.
Now, we can forgive older games for these faults. We don't mock the pioneers because they took the long way around—they're the ones who drew the maps. The old games got us to the point where we can enjoy the shortcuts and features built up over multiple decades of field testing. But you ''do'' know, or at least you ''should'' know, how players will want to control the game and at what speed they will want to play. What are their expectations? If you deviate from them, you better a) have a damn good reason and b) be sure that it's worth it.


And you should be very aware that a good game calls players back for another round: ''Replayability''. So consider the opening sequence, the introduction, the [[He Knows About Timed Hits|beginning tutorial]], and each [[Cutscene]] from the point of view of a person who has seen them before and wants to cut straight to the action. After all, no player wants to get stuck with fifteen minutes of ''Where Everything Is'' or ''How To Play This Game'' on their second time through. And when you've just failed to beat the just-after-cutscene-and-before-savespot Boss for the eighth time, you're going to want that cutscene to be ''completely'' skippable (so take the sensible route and make sure there's a savespot between the cutscene and the action... or make death reset you to the moment before battle).
And you should be very aware that a good game calls players back for another round: ''Replayability''. So consider the opening sequence, the introduction, the [[He Knows About Timed Hits|beginning tutorial]], and each [[Cutscene]] from the point of view of a person who has seen them before and wants to cut straight to the action. After all, no player wants to get stuck with fifteen minutes of ''Where Everything Is'' or ''How To Play This Game'' on their second time through. And when you've just failed to beat the just-after-cutscene-and-before-savespot Boss for the eighth time, you're going to want that cutscene to be ''completely'' skippable (so take the sensible route and make sure there's a savespot between the cutscene and the action... or make death reset you to the moment before battle).
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A good rule of thumb is to allow all these things to be skipped in their entirety if the player so desires. No one likes [[Exposition Break|being forced to do nothing]]. They'll watch it the first time, and some players will watch it every time, but others want the freedom to just play, and you need to give it to them.
A good rule of thumb is to allow all these things to be skipped in their entirety if the player so desires. No one likes [[Exposition Break|being forced to do nothing]]. They'll watch it the first time, and some players will watch it every time, but others want the freedom to just play, and you need to give it to them.


There are two kinds of people in the RPG world. Some like the freedom to customize their characters to an extreme extent; they want their characters to be a completely blank slate upon which they, The Player, can write their intentions with impunity. Other players prefer to be limited to the [[Splat|Splats]] discussed in [[An Adventurer Is You]], and like assembling a party which is greater than the sum of its parts. To quote Mark Rosewater of ''[[Magic: The Gathering]]'', some games give you options and some give you choices: either you can have A and B, or you can have A ''or'' B. The reason this is being brought up is to simply say this: ''You can't do both in one game''. Even the mix-and-match [[Class and Level System]] started in ''[[Final Fantasy V]]'' and elaborated on in ''[[Final Fantasy Tactics]]'', which ''seems'' to be an option/A-and-B system, is actually a choice/A-or-B game, because once the fight starts, you only have X number of commands available to you. It doesn't matter if Ramza has mastered Ninja, Knight and Summoner; right now he's still a Time Mage with Samurai as his secondary job, and right now that's all you get from him, ''period''. This is in comparison to the original (non-jobbed) version of ''[[Final Fantasy XII|FF12]]'', where everyone can have everything in play at once; furthermore, ''because'' of the modular nature of the License Board, you could basically homogenize your characters to the point that Ashe, Vaan and Basch were functionally identical. Making Basch your main-tank did not limit his ability to use magic, or ranged weapons, or evasive technicks; in ''FF12'', every character could be everything. ''FF12'' gives you options where ''FFT'' gives you choices.
There are two kinds of people in the RPG world. Some like the freedom to customize their characters to an extreme extent; they want their characters to be a completely blank slate upon which they, The Player, can write their intentions with impunity. Other players prefer to be limited to the [[Splat]]s discussed in [[An Adventurer Is You]], and like assembling a party which is greater than the sum of its parts. To quote Mark Rosewater of ''[[Magic: The Gathering]]'', some games give you options and some give you choices: either you can have A and B, or you can have A ''or'' B. The reason this is being brought up is to simply say this: ''You can't do both in one game''. Even the mix-and-match [[Class and Level System]] started in ''[[Final Fantasy V]]'' and elaborated on in ''[[Final Fantasy Tactics]]'', which ''seems'' to be an option/A-and-B system, is actually a choice/A-or-B game, because once the fight starts, you only have X number of commands available to you. It doesn't matter if Ramza has mastered Ninja, Knight and Summoner; right now he's still a Time Mage with Samurai as his secondary job, and right now that's all you get from him, ''period''. This is in comparison to the original (non-jobbed) version of ''[[Final Fantasy XII|FF12]]'', where everyone can have everything in play at once; furthermore, ''because'' of the modular nature of the License Board, you could basically homogenize your characters to the point that Ashe, Vaan and Basch were functionally identical. Making Basch your main-tank did not limit his ability to use magic, or ranged weapons, or evasive technicks; in ''FF12'', every character could be everything. ''FF12'' gives you options where ''FFT'' gives you choices.


Some gamers will complain if you limit their options. Others will complain if the field is too wide-open and characters don't have enough uniqueness imposed on them. You can't please both groups with the same game. So choose one approach and stick with it.
Some gamers will complain if you limit their options. Others will complain if the field is too wide-open and characters don't have enough uniqueness imposed on them. You can't please both groups with the same game. So choose one approach and stick with it.
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Try adding a "Classic Mode" quick-play that puts the character into a [[Splat]] mold and streamlines the combat system/ [[Tech Tree]].
Try adding a "Classic Mode" quick-play that puts the character into a [[Splat]] mold and streamlines the combat system/ [[Tech Tree]].


== '''Potential Subversions''' ==
== Potential Subversions ==


You mess with [[Save Point|Save Points]], and most of the players will hate you at some point or another. But the ease of restarting the game from just before your [[Critical Failure]] is, well, perhaps a little ''too'' easy. Consider that [[MMORPG|MMORPGs]] such as ''[[World of Warcraft]]'' don't allow you to save and reset, and people still play ''them'' despite the potential for loss and disaster ("Gah! I just sold my epic sword for 40 silver! ''[[Big No|Nooooooo]]!''"). But also consider that ''[[World of Warcraft]]'' doesn't allow you to be killed, doesn't make you start all over from the beginning of the game, and ''does'' allow you to restart a mission -- even ones where a major character got killed.
You mess with [[Save Point]]s, and most of the players will hate you at some point or another. But the ease of restarting the game from just before your [[Critical Failure]] is, well, perhaps a little ''too'' easy. Consider that [[MMORPG]]s such as ''[[World of Warcraft]]'' don't allow you to save and reset, and people still play ''them'' despite the potential for loss and disaster ("Gah! I just sold my epic sword for 40 silver! ''[[Big No|Nooooooo]]!''"). But also consider that ''[[World of Warcraft]]'' doesn't allow you to be killed, doesn't make you start all over from the beginning of the game, and ''does'' allow you to restart a mission—even ones where a major character got killed.


One possibility: Put the "save" capability inside an object that can be lost (or stolen, or broken) or a person who can be killed (or lose his memory). Or make it that you can only reset to the [[Save Point]] if there's at least one party member alive to do the reset chant.
One possibility: Put the "save" capability inside an object that can be lost (or stolen, or broken) or a person who can be killed (or lose his memory). Or make it that you can only reset to the [[Save Point]] if there's at least one party member alive to do the reset chant.
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The character's starting weapon. These are usually tossed when you get to the next town, in favour of whatever else you get. IRL, a warrior would choose a [[Weapon of Choice]], and stick with it (probably getting super-attached to it too). Make it an [[Evolving Weapon]] and/ or [[Empathic Weapon]]. or even the [[Sword of Plot Advancement]] (how's ''that'' for a subversion? The crappy hunk of metal you start with is the Sword that Slays Evil.)
The character's starting weapon. These are usually tossed when you get to the next town, in favour of whatever else you get. IRL, a warrior would choose a [[Weapon of Choice]], and stick with it (probably getting super-attached to it too). Make it an [[Evolving Weapon]] and/ or [[Empathic Weapon]]. or even the [[Sword of Plot Advancement]] (how's ''that'' for a subversion? The crappy hunk of metal you start with is the Sword that Slays Evil.)
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== '''Writers' Lounge''' ==
== Writers' Lounge ==


=== '''Suggested Themes, Plots, and Aesops''' ===
=== Suggested Themes, Plots, and Aesops ===


Themes and plots that are used frequently are preachy environmentalism (especially with a [[Science Is Bad]] [[Broken Aesop]]), racism (usually of the [[Fantastic Racism|fantastic]] kind), [[Be Yourself]], and anti-authoritarianism. [[The Empire|Evil Empires]] have been done to death, as have [[Corrupt Church|religions that are not what they seem]] and [[Corrupt Corporate Executive|greedy corporations]].
Themes and plots that are used frequently are preachy environmentalism (especially with a [[Science Is Bad]] [[Broken Aesop]]), racism (usually of the [[Fantastic Racism|fantastic]] kind), [[Be Yourself]], and anti-authoritarianism. [[The Empire|Evil Empires]] have been done to death, as have [[Corrupt Church|religions that are not what they seem]] and [[Corrupt Corporate Executive|greedy corporations]].
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If you want to be subversive, try subverting [[Exclusively Evil]]. (And not just with a small, friendly [[Monster Town]], either). Just because some goblins jumped out of the woods to mug you doesn't mean that you're free to kill the next goblins you meet in a preemptive strike.
If you want to be subversive, try subverting [[Exclusively Evil]]. (And not just with a small, friendly [[Monster Town]], either). Just because some goblins jumped out of the woods to mug you doesn't mean that you're free to kill the next goblins you meet in a preemptive strike.


Also, don't get stuck by [[Beauty Equals Goodness]]: Ugly characters can be good, [[Evil Is Sexy|beautiful ones bad]]. In fact, ''mean'' characters can be [[Good Is Not Nice|good]] and ''friendly'' ones [[Affably Evil|bad]]. Study the ''[[Harry Potter]]'' series for some especially good versions of this twist -- it's an Aesop that should be drilled into kids very early, seeing as it reduces the chance of their going with nice strangers or shunning [[Jerk with a Heart of Gold|"mean"]] [[Ineffectual Loner|kids]] at school (who might be won over by a pleasant interaction or two).
Also, don't get stuck by [[Beauty Equals Goodness]]: Ugly characters can be good, [[Evil Is Sexy|beautiful ones bad]]. In fact, ''mean'' characters can be [[Good Is Not Nice|good]] and ''friendly'' ones [[Affably Evil|bad]]. Study the ''[[Harry Potter]]'' series for some especially good versions of this twist—it's an Aesop that should be drilled into kids very early, seeing as it reduces the chance of their going with nice strangers or shunning [[Jerk with a Heart of Gold|"mean"]] [[Ineffectual Loner|kids]] at school (who might be won over by a pleasant interaction or two).


[[Your Terrorists Are Our Freedom Fighters]]. Those Rebels you've been gunning down had loved ones. A [[Fatal Family Photo]] found while prying the boots and jewelery off an enemy can be a good way to induce a [[Heroic BSOD]].
[[Your Terrorists Are Our Freedom Fighters]]. Those Rebels you've been gunning down had loved ones. A [[Fatal Family Photo]] found while prying the boots and jewelery off an enemy can be a good way to induce a [[Heroic BSOD]].


Now, about villains. Although [[Card-Carrying Villain|Card Carrying Villains]] are nowhere near as common as they were before, that doesn't mean [[Dead Horse Trope|they're ready for a comeback]]. If you're going to go with a [[Well-Intentioned Extremist]], remember that "Destroying-the-world-with-[[McGuffin]]-X-because-[[Humans Are Bastards]]-and-then-rebuilding-the-world-to-[[Utopia Justifies the Means|my-flawless-design]]" as a motive has gotten a bit old, and that the [[Well-Intentioned Extremist]] can have many other goals. Also, if your villain has a Tragic Backstory, please don't reveal it at the last minute. [[Cain and Abel]] has also gotten overused.
Now, about villains. Although [[Card-Carrying Villain|Card Carrying Villains]] are nowhere near as common as they were before, that doesn't mean [[Dead Horse Trope|they're ready for a comeback]]. If you're going to go with a [[Well-Intentioned Extremist]], remember that "Destroying-the-world-with-[[McGuffin]]-X-because-[[Humans Are the Real Monsters]]-and-then-rebuilding-the-world-to-[[Utopia Justifies the Means|my-flawless-design]]" as a motive has gotten a bit old, and that the [[Well-Intentioned Extremist]] can have many other goals. Also, if your villain has a Tragic Backstory, please don't reveal it at the last minute. [[Cain and Abel]] has also gotten overused.


[[Villain Protagonist|Villain Protagonists]] are underused. Seriously, it's our turn to kidnap the [[MacGuffin Girl]], raise [[The Dragon]], and lead an archeological dig for [[Tome of Eldritch Lore|How To Make Really Bad Shit Go Down Fourth-And-A-Half Edition]]. Because "save the world" has been done to death, and [[Humans Are Bastards|the world doesn't deserve saving]].
[[Villain Protagonist]]s are underused. Seriously, it's our turn to kidnap the [[MacGuffin Girl]], raise [[The Dragon]], and lead an archeological dig for [[Tome of Eldritch Lore|How To Make Really Bad Shit Go Down Fourth-And-A-Half Edition]]. Because "save the world" has been done to death, and [[Humans Are the Real Monsters|the world doesn't deserve saving]].


Another thing you could try is getting infected by [[The Corruption]] while fighting the enemy, going from a noble [[Paladin]] to a slavering Daemonspawn, [[And Then John Was a Zombie|the very thing you're fighting do destroy, something the character has been raised from birth to abhor]]. Abilities granted by [[The Corruption]] could be [[Cast From Hit Points]], and tied to a [[Karma Meter]]. Not using it makes the game harder (and the abilities are wicked cool, like [[Animate Dead]] or [[Spawn Broodling]] or some other sub-set of [[Lovecraftian Superpower]], just to make it extra-difficult to resist using), but using it untill you accidentally kill yourself or hit zero Karma leads to a [[Downer Ending]] or [[Nonstandard Game Over]] because the [[Big Bad]] considers [[The Corruption]] to be "A gift, given to my children," and he/ she/ it therefore owns the character, body and soul. Getting a low Karma score brings into play "I-created-you-so-you-can't-touch-me", (which, as far as One knows, has no trope) making the [[Final Boss]] fight very hard. Low Karma score could [[And Your Reward Is Clothes|make a character gain]] [[Evil Is Sexy|a really slikny, revealing version of the Daemonhunter's uniform]], weather with [[Absolute Cleavage]] or [[Walking Shirtless Scene]] (manky, pockmarked grey skin optional), and they could get [[Uh-Oh Eyes]] and [[Spikes of Villainy]] and /or [[Shoulders of Doom]]. You could also have some weapons infected by [[The Corruption]], and make them steal HP whenever you make a successful [[Critical Hit]], and hurt the character when they miss. One could even go so far as to [[Transhuman Treachery|let the player keep going as a Daemonspawn if they bottom out their]] [[Karma Meter]], or a Zombie if their health hits zero.
Another thing you could try is getting infected by [[The Corruption]] while fighting the enemy, going from a noble [[Paladin]] to a slavering Daemonspawn, [[And Then John Was a Zombie|the very thing you're fighting do destroy, something the character has been raised from birth to abhor]]. Abilities granted by [[The Corruption]] could be [[Cast From Hit Points]], and tied to a [[Karma Meter]]. Not using it makes the game harder (and the abilities are wicked cool, like [[Animate Dead]] or [[Spawn Broodling]] or some other sub-set of [[Lovecraftian Superpower]], just to make it extra-difficult to resist using), but using it untill you accidentally kill yourself or hit zero Karma leads to a [[Downer Ending]] or [[Nonstandard Game Over]] because the [[Big Bad]] considers [[The Corruption]] to be "A gift, given to my children," and he/ she/ it therefore owns the character, body and soul. Getting a low Karma score brings into play "I-created-you-so-you-can't-touch-me", (which, as far as One knows, has no trope) making the [[Final Boss]] fight very hard. Low Karma score could [[And Your Reward Is Clothes|make a character gain]] [[Evil Is Sexy|a really slikny, revealing version of the Daemonhunter's uniform]], weather with [[Absolute Cleavage]] or [[Walking Shirtless Scene]] (manky, pockmarked grey skin optional), and they could get [[Uh-Oh Eyes]] and [[Spikes of Villainy]] and /or [[Shoulders of Doom]]. You could also have some weapons infected by [[The Corruption]], and make them steal HP whenever you make a successful [[Critical Hit]], and hurt the character when they miss. One could even go so far as to [[Transhuman Treachery|let the player keep going as a Daemonspawn if they bottom out their]] [[Karma Meter]], or a Zombie if their health hits zero.
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Make it [[Survival Horror]]. Try [[Playing the Player]], [[Silent Hill: Shattered Memories]] style. The RPG equivalent would be [[Final Fantasy X]] - you could try [[Stray Souls Dollhouse Story]] style, maybe even with the protagonist being the victim of the twists instead of the companion. The RPG equivalent of that would be [[Persona (video game)|Persona]].
Make it [[Survival Horror]]. Try [[Playing the Player]], [[Silent Hill: Shattered Memories]] style. The RPG equivalent would be [[Final Fantasy X]] - you could try [[Stray Souls Dollhouse Story]] style, maybe even with the protagonist being the victim of the twists instead of the companion. The RPG equivalent of that would be [[Persona (video game)|Persona]].


=== '''Potential Motifs''' ===
=== Potential Motifs ===


Whatever weapon your character uses, the player will grow attached to it. That is why the Rust Monster is so feared, and the Disenchanter so reviled.
Whatever weapon your character uses, the player will grow attached to it. That is why the Rust Monster is so feared, and the Disenchanter so reviled.


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== '''Departments''' ==
== Departments ==


=== '''Set Designer / Location Scout''' ===
=== Set Designer / Location Scout ===


[[RPG|RPGs]] tend to have ''tons'' of settings because of their epic scope. You'll probably end up sending the player everywhere on the map, so make sure that everywhere on the map is somewhere worth going. ''[[The Grand List of Console Role Playing Game Cliches]]'' calls these "The Compulsories" (it's #9), and we've got our own in [[Video Game Settings]]. Check them out and decide which ones (if any) you want to use, and which (if any) you want to try and subvert.
[[RPG]]s tend to have ''tons'' of settings because of their epic scope. You'll probably end up sending the player everywhere on the map, so make sure that everywhere on the map is somewhere worth going. ''[[The Grand List of Console Role Playing Game Cliches]]'' calls these "The Compulsories" (it's #9), and we've got our own in [[Video Game Settings]]. Check them out and decide which ones (if any) you want to use, and which (if any) you want to try and subvert.


=== '''Props Department''' ===
=== Props Department ===


Weapons, obviously.
Weapons, obviously.


See if you can think of a more interesting plot than [[Gotta Catch Them All|collecting]] [[Plot Coupon|Plot Coupons]] or a [[MacGuffin]]. It's a good way to [[Fetch Quest|build up a lot of gameplay hours]], but it doesn't make for a thrilling gameplay experience. If you decide to ignore that (to subvert it or try a different twist, for example), than at least try to avoid the whole thing where you gather them all [[MacGuffin Delivery Service|only for the villains to steal them at the last minute]].
See if you can think of a more interesting plot than [[Gotta Catch Them All|collecting]] [[Plot Coupon]]s or a [[MacGuffin]]. It's a good way to [[Fetch Quest|build up a lot of gameplay hours]], but it doesn't make for a thrilling gameplay experience. If you decide to ignore that (to subvert it or try a different twist, for example), than at least try to avoid the whole thing where you gather them all [[MacGuffin Delivery Service|only for the villains to steal them at the last minute]].


=== '''Costume Designer''' ===
=== Costume Designer ===


Depends on your setting. If you're going for relative realism, try to stay away from [[Impossibly Cool Clothes]]. Nomura, we're looking at you. Using the traditional [[Black Mage]] and [[White Mage]] outfits seems to be public domain nowadays.
Depends on your setting. If you're going for relative realism, try to stay away from [[Impossibly Cool Clothes]]. Nomura, we're looking at you. Using the traditional [[Black Mage]] and [[White Mage]] outfits seems to be public domain nowadays.


=== '''Stunt Department''' ===
=== Stunt Department ===


Hoo boy. First, are you going [[Fantasy]], [[Sci Fi]], modern/unpowered, or something else? That's really going to inform your choices in combat and such.
Hoo boy. First, are you going [[Fantasy]], [[Sci Fi]], modern/unpowered, or something else? That's really going to inform your choices in combat and such.
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== '''Extra Credit''' ==
== Extra Credit ==


=== '''The Greats''' ===
=== The Greats ===


''[[Earthbound]]'' took a sudden veer away from the traditional RPG setting with a modern yet fantastic world that worked up from crazy townsfolk to cultists, zombies, bigfoot, aliens, robots, and an underground community of talking monkeys. The hero withdrew funds from an ATM <s>machine</s>, drove around on a bicycle, killed monsters with a baseball bat, and could catch heatstroke from being in the sun too long. He could also get homesick (a serious status ailment that needed to be cured by a quick phone home). The fight with Giygas at the end is also required reading for those wishing to make a memorable [[Final Boss]], as it effectively conveys just how pants-wettingly terrifying a fight with an outright [[Eldritch Abomination]] should be.
''[[Earthbound]]'' took a sudden veer away from the traditional RPG setting with a modern yet fantastic world that worked up from crazy townsfolk to cultists, zombies, bigfoot, aliens, robots, and an underground community of talking monkeys. The hero withdrew funds from an ATM <s>machine</s>, drove around on a bicycle, killed monsters with a baseball bat, and could catch heatstroke from being in the sun too long. He could also get homesick (a serious status ailment that needed to be cured by a quick phone home). The fight with Giygas at the end is also required reading for those wishing to make a memorable [[Final Boss]], as it effectively conveys just how pants-wettingly terrifying a fight with an outright [[Eldritch Abomination]] should be.
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''[[Phantasy Star]] IV'' went with sci-fi underpinnings, complete with alien worlds and spacecraft, plus [[Psychic Powers]] in an alien language that you had to work out as you went (assuming you didn't just [[Guide Dang It|look it up]]). Consider this a lesson in the pros and cons of not using [[Canis Latinicus|Latin]] for your spell language, if there is one.
''[[Phantasy Star]] IV'' went with sci-fi underpinnings, complete with alien worlds and spacecraft, plus [[Psychic Powers]] in an alien language that you had to work out as you went (assuming you didn't just [[Guide Dang It|look it up]]). Consider this a lesson in the pros and cons of not using [[Canis Latinicus|Latin]] for your spell language, if there is one.


''[[Skies of Arcadia]]'' is notable for its unique setting, with Air Pirates travelling in between [[Floating Continent|Floating Continents]] on airships, and for its generally upbeat and optimistic tone at a time when many games in the genre were trying to become [[Darker and Edgier]]; it's a game worth looking at if you don't intend to rely on angst. That said, don't draw too much inspiration from it if you're trying to create a unique plot, as since the genre isn't trying to be as [[Darker and Edgier]] any more, a [[Reconstruction]] won't be as effective.
''[[Skies of Arcadia]]'' is notable for its unique setting, with Air Pirates travelling in between [[Floating Continent]]s on airships, and for its generally upbeat and optimistic tone at a time when many games in the genre were trying to become [[Darker and Edgier]]; it's a game worth looking at if you don't intend to rely on angst. That said, don't draw too much inspiration from it if you're trying to create a unique plot, as since the genre isn't trying to be as [[Darker and Edgier]] any more, a [[Reconstruction]] won't be as effective.


''[[Fallout]]'' earned notability by breaking a long line of games without a [[Standard Fantasy Setting]]. It also allowed open-ended character creation rather than the standard [[Fighter, Mage, Thief]] [[Class and Level System]] (though one may argue that it only used a hidden fighter/thief/diplomat selection of its own).
''[[Fallout]]'' earned notability by breaking a long line of games without a [[Standard Fantasy Setting]]. It also allowed open-ended character creation rather than the standard [[Fighter, Mage, Thief]] [[Class and Level System]] (though one may argue that it only used a hidden fighter/thief/diplomat selection of its own).
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* If you want to go ''really'' oldschool, consider checking out a [[Roguelike]], early ''[[Ultima]]'' games, or ''[[Wizardry]]''.
* If you want to go ''really'' oldschool, consider checking out a [[Roguelike]], early ''[[Ultima]]'' games, or ''[[Wizardry]]''.


=== '''The Epic Fails''' ===
=== The Epic Fails ===
''[[Horrible Demon 2]]''. The backstory is that there was a [[Exactly What It Says on the Tin|horrible demon]] running around until the hero with the [[Infinity+1 Sword|legendary sword]] ''[[Rock Beats Laser|threw a stone]]'' at it and it went away. Now the hero this time round has summoned it (by the way, one reviewer likened it to a buffalo/[[Pokémon|Pikachu]] hybrid - the Game Boy does have graphics limitations but [[Special Effects Failure|not to that extent]]) but it's gone out of control and you have to stop it. There's no challenge because, in keeping with the backstory, you can buy a stone that you can throw at anything to effortlessly defeat it. [[Anticlimax Boss|Including all the bosses.]]
''[[Horrible Demon 2]]''. The backstory is that there was a [[Exactly What It Says on the Tin|horrible demon]] running around until the hero with the [[Infinity+1 Sword|legendary sword]] ''[[Rock Beats Laser|threw a stone]]'' at it and it went away. Now the hero this time round has summoned it (by the way, one reviewer likened it to a buffalo/[[Pokémon|Pikachu]] hybrid - the Game Boy does have graphics limitations but [[Special Effects Failure|not to that extent]]) but it's gone out of control and you have to stop it. There's no challenge because, in keeping with the backstory, you can buy a stone that you can throw at anything to effortlessly defeat it. [[Anticlimax Boss|Including all the bosses.]]


''[[The Demon Rush]]''. The Demon Rush is the ultimate example of How Not To Do It--how best to mismanage your time, budget, and skills. It's patently obvious the designer has only played a few JRPGs--The Demon Rush plays like a JRPG xeroxed to the point of illegibility, to the point where despite being a computer game you can't even use the keyboard to write your characters' names or use the mouse to click anything. The plot is an incomprehensible mess of exposition, jargon, and "dramatic revelations" that require more exposition and more jargon. Characters are poorly-designed in every way: they look stupid, they have random abilities that make every character a useless jack-of-all-trades, and they're all poorly-written, with most of them talking in the same voice and in the same stilted diction. Enemies are staggeringly hard and drop zilch for experience. Bosses are too easy. Deus ex machina and author appeal are everywhere. Even the coding is a abomination. See the [http://forums.somethingawful.com/showthread.php?threadid=2913491 announcement thread] and the [http://forums.somethingawful.com/showthread.php?threadid=2925321 Let's Play] on the Something Awful forums for the full skinny. Take notes on a piece of stationary titled THINGS I MUST NEVER, EVER DO.
''[[The Demon Rush]]''. The Demon Rush is the ultimate example of How Not To Do It—how best to mismanage your time, budget, and skills. It's patently obvious the designer has only played a few JRPGs—The Demon Rush plays like a JRPG xeroxed to the point of illegibility, to the point where despite being a computer game you can't even use the keyboard to write your characters' names or use the mouse to click anything. The plot is an incomprehensible mess of exposition, jargon, and "dramatic revelations" that require more exposition and more jargon. Characters are poorly-designed in every way: they look stupid, they have random abilities that make every character a useless jack-of-all-trades, and they're all poorly-written, with most of them talking in the same voice and in the same stilted diction. Enemies are staggeringly hard and drop zilch for experience. Bosses are too easy. Deus ex machina and author appeal are everywhere. Even the coding is a abomination. See the [http://forums.somethingawful.com/showthread.php?threadid=2913491 announcement thread] and the [http://forums.somethingawful.com/showthread.php?threadid=2925321 Let's Play] on the Something Awful forums for the full skinny. Take notes on a piece of stationary titled THINGS I MUST NEVER, EVER DO.


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