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Player-created narrative missions
*sam*
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As you may have noticed, a new option appeared recently in the "Events" menu on the website. This is the "Create Narrative Missions" option.

I have just finished editing and testing the first version of this system. It has a long way to go and is quite 'bare bones' right now, but it's usable.

Here's the deal:
- Subscribers can create story-driven (narrative) missions from this option. They can have one mission in development at a time. (I don't want hundreds of half-finished ones cluttering up the system and confusing things)
- The missions currently involve straight-forward stages of various types (courier, taxi, assassination, simple narrative text) as well as branch decisions (where the player gets 2-4 options from which they pick, and this defines which stage number comes next). Each stage may have various prizes attached to it (cash, weapons, special training, repuation, local hero status)
- When you are happy that your work is ready to go live, you click the button labelled 'Finished - pass mission to Editors'. It remains editable by you, but is now also editable by the Narrative Mission Editing Team (TM)
- The editing team make sure that the mission is set up correctly, is properly balanced (e.g. doesn't give you a million bucks for a simple courier mission) and that the writing is of a good enough quality before they pass it to me.
- I give it a final once-over and then it goes live
- At this stage, you will be able to start creating another mission

The editing team may contact you during this process to discuss your mission. Please don't be insulted if they're telling you that the ideas aren't solid enough to go live -- as you'll appreciate, we need to make sure these things are high quality  B)

The Editing Team is (currently): sam, karz master, simonmaxhill,
bwgunner, valiance, ishouldcoco. Please contact me if you're interested in joining this team - especially players who have shown themselves to be active in the roleplay forums. But just as important as being an editor, is to be a writer - and you're all invited to try your hand at that.

Like the previously created narrative missions (Racing for the Mob, etc.) these missions spawn once every few days. This is to make sure that multiple players aren't doing the same mission at the same time (would to me would seem a bit daft).

Where did this all come from? I have to say I have been constantly astounded by the level of skills in the Darkwind player base: musicians, artists, writers... and I have also come to realise that many people want to contribute to something creative. It's the same reason I started writing DW myself. So it's a win-win really, to put a system in place that allows players to add to the game content.

I'm sure some of the details of how this works will need further explanation. There's a lot more to do on this, but it's a start..
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jul 2, 2010, 12:31 pm Last edited Jul 2, 2010, 12:35 pm by *sam*
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This certainly deserves...
http://xhsrobotics.net/member/images/fbfiles/images/seal_1.gif
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Posted Jul 2, 2010, 12:36 pm Last edited Jul 2, 2010, 12:39 pm by FireFly
*sam*
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Thanks FF. I also should have acknowledged where this idea originally came from: Karz Master. Thanks Karz! ;)

BTW: you'll see multple 'Update' buttons in the editing sections. Each button updates the stuff beside it.. and you will lose changes that haven't been updated elsewhere on the page. It's a bit annoying until you get used to working that way, but it was the handiest way to create it. (Basically, each page is dynamically built as a series of separate HTML forms, depending on what parts the mission has in it.) Once you get used to the process of edit-update-edit-update you'll be fine.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jul 2, 2010, 12:39 pm Last edited Jul 2, 2010, 12:40 pm by *sam*
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I see one slight problem, its the local fame numbers, with how the system works now, its hard to tell what numbers are what...

Think its possible to have the numbers for each step visible, as in, Renowned 100, Famous 400, Legendary 1000 and so on, otherwise its slightly confusing ;)

Or better yet, just set it so instead of numbers it uses the "Renowned" system we have now...
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Posted Jul 2, 2010, 12:40 pm Last edited Jul 2, 2010, 12:40 pm by FireFly
*sam*
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Yeah, that had occurred to me as a problem.. I'll create a table of appropriate values, maybe.
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Posted Jul 2, 2010, 12:42 pm
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Right now all the missions are viewable by anyone (or by me, at least). Is that deliberate?
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Posted Jul 2, 2010, 1:00 pm
*sam*
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Erm, no. I'll fix that..
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Posted Jul 2, 2010, 1:01 pm
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Is it possible to have a trigger requirements based on how someone finished a previous narrative mission (or story line split)?

could make some great epic mission threads!

Edit: haven't dived deep into it yet but does one have a chance at one point of the construction to set up a map and place vehicles, animals and such?

edit: is it possible to have multiple weapon gifts? like 10 riffles, ammo, fuel cans etc?
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Posted Jul 2, 2010, 1:10 pm Last edited Jul 2, 2010, 1:16 pm by *Tinker*
*sam*
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Tinker: yes, new trigger requirements such as that would be possible.. as I said, it's very basic right now. Many improvements can be made..

RE setting up specific maps etc. - not possible now, and I'm not sure, I'd have to think about this one. Certainly it would be good to be able to specify specific enemies and their vehicles etc, but I'm not sure about going as far as setting up the actual spawn locations.

RE multiple prizes: yes, you can add multiple prizes of any type to a stage. Ammo and bulk goods not (yet) possible.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jul 2, 2010, 1:23 pm
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So, currently the only stages possible are assassinations, couriers and escorts?

Is it possible to make it more... well, discrete, like, for the mission I have in mind, I simply want the player to "Search" the desert between elms and SS, not hunt for anything specific...
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vet wv zom gateautumn deathrceL1 elmsautumn pvp1 pvp2 sssc raceL1 e2g combatL1 santa1 pvp3 gwextrav ww circuit32,18,0

Posted Jul 2, 2010, 1:28 pm
*sam*
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FireFly said:
So, currently the only stages possible are assassinations, couriers and escorts?


Yes, and branch-decisions and taxis.


FireFly said:
Is it possible to make it more... well, discrete, like, for the mission I have in mind, I simply want the player to "Search" the desert between elms and SS, not hunt for anything specific...


Not sure what you mean by discrete.. but yes, specific types 'events' that would happen during a stage need to be created. Such as a specific courier item turning up in pirate loot (which is what you're referring to maybe?)
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Posted Jul 2, 2010, 1:31 pm
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No, I simply mean the objectives themselves, you see, I want the person to "look" for something in the desert, or rather, scout, but a special one.

Doesn't have to be much different from a regular scout, but its without the intention to find a target, if possible even, a scout roll to see if you can find your objective without having to fight anyone, and then, before you can return to town, you have to make a "Choice".

In this case, it's a missing truck, see what I mean?

If anything, a separate scouting option would be useful, "Look for "Mission" Target", be it assassination or just a search.
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Posted Jul 2, 2010, 1:32 pm Last edited Jul 2, 2010, 1:35 pm by FireFly
*sam*
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Sure, yes. I'd need specifics on how this would happen. A particular truck would turn up during a scout versus pirates? And getting this truck off them is the objective?
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Posted Jul 2, 2010, 1:35 pm
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No... Maybe I'm explaining it wrong...
It doesn't have to be a fight, your simply "Searching" for the mission target.

By the way, "Searching" would be scout skill based and take longer than regular scouting.

Ah, I might have not made it clear, but the "Thing" your searching for isn't an enemy, it's like a rescue mission...
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Posted Jul 2, 2010, 1:36 pm Last edited Jul 2, 2010, 1:47 pm by FireFly
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Oh, also, can we have escort missions added to the list?
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Posted Jul 2, 2010, 2:35 pm
*sam*
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FireFly said:
No... Maybe I'm explaining it wrong...
It doesn't have to be a fight, your simply "Searching" for the mission target.

By the way, "Searching" would be scout skill based and take longer than regular scouting.

Ah, I might have not made it clear, but the "Thing" your searching for isn't an enemy, it's like a rescue mission...


OK, so not an active thing that you actually do in game, but more of a passive skill-check?
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Posted Jul 2, 2010, 2:57 pm
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Yeah, think of it like "Exploring"...
You hit the button, and then the scout rolls to see how long it takes for you to find your target, and if you get an encounter or not.
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Posted Jul 2, 2010, 3:07 pm
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Live Missions written by you:
"Victory Lap"

Does this mean it passed and was approved?
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Posted Jul 2, 2010, 3:54 pm
*sam*
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Yes, I used Victory Lap as a nice simple one for testing - thanks Tango! (I have slightly reservations about its political correctness after having tested it, so it might be edited a bit later).
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Posted Jul 2, 2010, 4:08 pm
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Political... Correctness... Now that's not the apocalypse...?
:(
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Posted Jul 2, 2010, 4:11 pm Last edited Jul 2, 2010, 4:12 pm by FireFly
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