After coming to a conclusion as far as the types of challenges I might face during production of a narrative-driven game using Twine and how best to overcome them whilst still retaining a level of choice for the player to keep them immersed and believing they are having an impact within the world I've created so that any changes I wish to impart on their behavior may be more successful I've moved forward into discovering ways in which to creative as compelling and believable natural conversation methods so this can be a strong factor in the way that players make their choices. As well as this, another full-time coursemate (Lance Muir) is looking at ways in which to produce 3D models of items of importance within fantasy games such as D&D stories through analyzing their descriptive elements, I suggested us working together since using descriptive elements within a narrative based fantasy game will be a large part of the production of my game, I could simply pass on my scene-setting elements to him like a live brief and see what he comes up with. At the same time, I can also illustrate these scenes with my traditional methods to analyze any differences and show how my descriptive scenes may be seen by players in different ways to tighten them up for a more cohesive experience from player to player.
Going forward I will analyze the game books produced by Wizards of the Coast for D&D as well as the highly popular series from both 'Critical Role' and 'Dimension 20' during their own campaigns, also looking at message boards and forums for public home-brewed stories to see what makes a successful scene-setting piece of work and how to improve my own writing for the game as well as trying my hand at concept art and illustration pieces for the characters and settings within my game "Adventures in Soliverance: The Tomb of the Last Alliance"
Below is an exert from my current iteration of the opening of the game setting the scene for the continent in which the game takes place as well as a little background lore that may influence the player's decisions as well as how they may perceive certain characters within the game.
It was the hallowed ivory blade of a Lizardfolk assassin, from the cult of the forked tongue, plunged deep into the spine of Hjorvard; High King of the Dwarves of the Tundarian mountains, that started the Great War.
Others believe that the felling of the great and mighty Oak; Viridi Aeternum in the forests of Velunaris, a place Tovern Aber claimed was home to more than ten thousand Kenku refugees, was the initial catalyst that sparked the divide within the continent.
Whilst a select few will whisper with hushed tongues that the Great War was a political plan twenty years in the making with a direct link to the formation of the Council of Nine within Sectine Tower.
Whichever tale holds the most truth is irrelevant, The Great War existed and within it a great number of lives were lost as blood was shed across the four corners of Soliverance.
It was during the twilight years of the Great War that Thrandiel Oaksky was conceived between Wood Elf Princess Elorsai and her secret lover Kergon; paladin and First Captain of the Soliveran Empire. Once birthed their hidden partnership was brought to light and due to the love of this trinity for each other peace was achieved between the Wood Elves and Humans of Soliverance, something thought impossible mere months before, with the hope that an end to the continental war could finally be brought to every race.
However, whilst on a voyage to the Federation Isles to begin documentation of a peace treaty that could be signed between all warring factions the family and their crew were attacked by pirates, paid to do so by an unknown benefactor. The bodies of both Elorsai and Kergon were found washed ashore days later signaling doom for the would-be peace yet the young boy's body was never found, only murmurings here and there of sightings within fishing towns or rumours of a half-elf child passing through villages such as Brustick. Both the Empire and the Wood Elves sent out thousands of search parties in the vain hope of rescue knowing that the return of the child could once again start the discussions of peace in the realm but alas no party returned with the boy.
This is where our story begins in the lands of Soliverance.
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