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Storytelling

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Submitted By Aarnstnrd
Words 1123
Pages 5
Aaron Stainrod
GDD 101
Storytelling Assignment

A. I. The Process i. There really was no process used to create my story. I know that based on the first adventures I was a part of, I wanted to create one that had a setting that was a little unexpected. I kept hearing about the party starts out in a forest, so I decided to start out in an abandoned base camp in a wasteland to mix things up. One adventure I was in had an abandoned mansion, so based on my current setting, which was desert like; I chose to lead the party into a temple. Everything in the temple was made up as the story went along, which lead to some momentary pauses in the storytelling.

B. II. Worked Well ii. I thought the adventure in general worked out pretty well. I’m very satisfied with the amount of pleasure gotten from the temple. Admittedly, the players most likely remembered more aspects of the temple than I did at times. Besides the “creative gaps” I created, I did not see any noticeable declinations of interest during the adventure. I did notice that the players did enjoy the RPG elements I added to the adventure. I purposely intended and suggested more use of the HP in the game. I was actually hoping for the incapacitation of a player, but I am satisfied that I managed to get a player to 2HP. III. Worked Poorly iii. The gaps were probably the poorest aspect of the game. I did not know how to plan the game out. I attempted to plan the game out, but I was not too sure what was required. I did not want to research it either because I felt that it would influence the game to a degree that would lead to stealing thoughts. Another poor aspect was mapping the game. While telling the story, I had a pretty good idea as to how I wanted to map the game. But while I was telling it, I had to draw out the map on a whiteboard and I had to give a quick summary of the story. That wasted some time that could have been utilized to developing the story. C. Skip D. IV. The Story iv. The party starts out in an abandoned base camp in a wasteland-like area. Their actual location is unknown. The base camp is surrounded by desert-like land cape. If the party goes into the desert far enough, they collapse from dehydration, regardless of using their water. When they wake up, a temple appears in front of them. As they enter, the path splits into three directions: West, North, and East. If a party member heads west, a wall separates him from the entrance path and they are forced to continue ahead. It leads into a snake pit and they must use their equipment as a means of survival. If a party member heads east, thy do not get separated from the entrance path. The east path becomes pitch black and the member(s) see hundreds of pairs of glowing, red eyes on the floor. Diseased rats surround the member(s) and if bitten, the member(s) lose 1HP for every three actions they do. If a player goes north, the path leads into a , central room. There is an altar at the center with a blue jewel glassed on top. The altar is separated by a square shaped moat. Players must get an Athletics Roll of at least 10 to make it to the altar and collect the jewel. The central room is connected to the western snake pit and the eastern rat’s nest. Players can escape each room and go into the central room. There is a door in the central room that players go into. This room is a wide corridor lined with sarcophaguses on the left and right sides all the way to the corridor’s exit. The wielder of the blue jewel is the only player that does not get attacked by them, but rather gains the ability to control them at the cost of 2HP per command, as doing this requires much spiritual draining. The room at the end of the corridor leads into the final room of the temple known as the Haven of the Fallen. A 55ft sarcophagus is in the center of the room. The temple starts to rumble and out of the sarcophagus emerges an entity known as Betelgeuse, the Hero King. His willpower after death combined with the deterioration of his mind and soul corrupted him into an entity that threatened to extinguish the core of Earth and ride the lifeless vessel across the cosmos, spreading corruption across the universe. Sensing the only force capable of stopping him, the blue jewel, the holder must then have a boss battle with him. Using Athletics and Fight Rolls, the player must have a combined total of 50 across multiple rolls to defeat Betelgeuse. Betelgeuse also has the capability of attacking with a default fight stat of 7 but an athletics stat of 0, which means he cannot evade attacks. The other players have the option of assisting the wielder of the blue crystal, but their attacks are reduced by two-thirds and they cannot commit the final blow. Once the party defeats Betelgeuse, his chest expands and reveals a red crystal. Only a member of the party without a crystal can obtain this. Once a player obtains this, the player who has not received either crystal must grab each crystal in each hand and tap them together, forming a purple crystal that must be thrown at Betelgeuse to kill him. Once the crystal is thrown, an extremely small black hole forms and the party now has five turns to escape the temple. Each member’s rolls must equal a minimum of fifty by the time they have rolled for the fifth time if they wish to escape. If a member does not get fifty, they automatically die. If a member does escape, they witness the destruction of the temple and the game is over. V. Analysis v. I believe that using the HP system often made the game more enjoyable. It allowed the players to be more mindful of their capabilities and limitations while playing the game, which led to more thought before their actions. This actually did not seem to make the game any less enjoyable. Adding crystals in the game promoted more player conflict, which made the game more interesting to watch. Also, the part where the players had to escape the crumbling temple seemed to be pretty fun, which I didn’t expect too much enjoyment from. E. See Papers F. See Papers G. See Papers

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