02-26-2017, 06:04 AM
HI!!!!!
Glad to see another MV user here.
First thing I could say about designing... is this... You will often find that everyone is looking for that game that's "different", that doesn't look like it's well, like every other out of the box game. So, with that being said, If your art style is great, or subpar, going in and editing the tiles to look the way YOU'd draw them might make things different.
Second. For organizing plot? I would STRONGLY suggest one of those free websites that let you create a wiki... And then just write. Short Stories, first, just to connect key ideas from your game. This will help you with building focus points of the game...
Story 1: The king has fallen, big parade, various figures walking behind large dragonkin that hold aloft the pyre of the king, as a lone trumpeter plays...
well, just from that, you get three main questions ( Or I do anyway...)
How did the king die? Who are the various figures behind the king's body? and Dragonkin? This King had Dragonkin and he STILL got possibly killed?
Story 2: The Pact of Dragons
Talking about how the king hailed from a line of protectors that instead of slaying dragons, sought to preserve them, even forging with magic the first Dragonkin, ambassadors of the Dragons, who actually had scales and horns like the dragon but walked like humans...
Now you get a bit more. Why the dragonkin, and not just the dragons?
Needless to say, a wiki can help you build all of that up and once you have enough resource material to put down a plot for your game, go! swing for the fences!
Also, you can look at a lot of RPG sourcebooks on the subject. My favorite is hero builder's Guidebook, and Villain's Sourcebook, both from D&D 3.5 (Wizards of the Coast) Using a different system to flesh out your people can help when it comes times to give them stats in MV. Secondly, look to a book called Central Casting by Paul Jaquays. My favorite for fleshing out new characters.
Glad to see another MV user here.
First thing I could say about designing... is this... You will often find that everyone is looking for that game that's "different", that doesn't look like it's well, like every other out of the box game. So, with that being said, If your art style is great, or subpar, going in and editing the tiles to look the way YOU'd draw them might make things different.
Second. For organizing plot? I would STRONGLY suggest one of those free websites that let you create a wiki... And then just write. Short Stories, first, just to connect key ideas from your game. This will help you with building focus points of the game...
Story 1: The king has fallen, big parade, various figures walking behind large dragonkin that hold aloft the pyre of the king, as a lone trumpeter plays...
well, just from that, you get three main questions ( Or I do anyway...)
How did the king die? Who are the various figures behind the king's body? and Dragonkin? This King had Dragonkin and he STILL got possibly killed?
Story 2: The Pact of Dragons
Talking about how the king hailed from a line of protectors that instead of slaying dragons, sought to preserve them, even forging with magic the first Dragonkin, ambassadors of the Dragons, who actually had scales and horns like the dragon but walked like humans...
Now you get a bit more. Why the dragonkin, and not just the dragons?
Needless to say, a wiki can help you build all of that up and once you have enough resource material to put down a plot for your game, go! swing for the fences!
Also, you can look at a lot of RPG sourcebooks on the subject. My favorite is hero builder's Guidebook, and Villain's Sourcebook, both from D&D 3.5 (Wizards of the Coast) Using a different system to flesh out your people can help when it comes times to give them stats in MV. Secondly, look to a book called Central Casting by Paul Jaquays. My favorite for fleshing out new characters.
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