Choice of Rebels: Stormwright (XoR2 WIP)

I’m going to tuck my response behind a cut, so anyone who wants to experience the Irduin chapters without preconceptions doesn’t need to see it.

Mechanics of the Irduin section

So in the back half of Stormwright, you’ll be hiding out in Irduin while periodically sneaking into the Rim to meet with your rebels there and try to give them a bit of a long-distance steer. You have the option to be working to destabilize Irduin or protect its order – either because you just don’t want it to collapse while you’re there, or because (like @Sowe, apparently) you have some attachment to its traditional order, which is both relatively benign and under active pressure from the Hegemony to get a lot worse. (Notably from the newly arrived taxman, Telone Baldassare)

The key overarching stats for these chapters are ird_sus (how much Irduin’s people, particularly the local Alastor captain, are suspicious of you) and ird_unity (the strength of Irduin’s social order). (At present, I’m not planning to put them in the stats screen, but to have the game give ample verbal cues of how things are going. We’ll see what you all think of that in practice.)

There’s lots of things you can do to affect these stats, including choices you’ve already made and are making about the Rim revolt. Broadly, the more aggressively you’re trying either (a) to bring anarchy to Irduin or (b) to find out its secrets, the better to defend them… the more suspicious you’ll look.

That will affect the range of endings you can get in Irduin. Do you get arrested as a suspected rebel or murderer, or shot at because the wrong people have decided you’re a Kryptast? Do the Irduines start betraying and sniping at each other, or do they close ranks against the Hegemony? Does an actual rebellion start in Irduin, and if so does it have any chance of getting support from your friends in the Rim? (That part will depend on where you left things at the end of Game 1, as well as the decisions you make in the “remote controlling the rebellion” bits of those chapters.)

You can choose to hang out primarily with one influential group (nobles, priest/Alastor, merchants, yeomen, helots) and secondarily with another (as above, but also including the innkeeper Maurs, a pacifist prophet of compassion). Each of those routes includes different stories, which you see more of in your primary hang-out group than your secondary. They play off each other in different ways, so a noble/merchant playthrough and a noble/helot playthrough will have you seeing different stuff in the “noble” bits. Some chunks of story are only reachable with particular combinations of who you’re hanging out with.

On the aristo path, you can access different subplots based on whether you’re hanging out with the heir to the House, her younger brother, or their cousin and her suitor. (Most of what’s eaten July for me was writing through the last round of events and resolutions to these.) On the helot path, you can stick with the elders who are part of Irduin’s benevolent order, or train the young firebrands who resent it, or (if you don’t get along with the firebrands) get caught up in intrigues with the dissident elder who’s even more resentful of the Irduine order.

You also pick your alibi – are you a tinker, apothecary, tutor, weapons trainer, or player/jongler – which is mostly cosmetic but occasionally opens up distinctive text or lets you accomplish something while accruing less (or more!) suspicion.

In short, yes, there will be rather a lot of paths and subpaths. :slight_smile: And I hope that people will be able to have fun challenging themselves with combo possibilities – “minimum unity, maximum suspicion, merchants and helots” – in a way that’s not a million miles from how Game 1 has been received.

When I do finally update the demo, the Irduin chapter stat balance will not yet be even rough-tuned, let alone fine-tuned. Until I go back through and write the sections where you visit the Rim and the decisions you make there, all the ird_sus and ird_unity stat numbers should be treated as extremely tentative. The next updated demo will give a pretty good sense of the story framework, but only a rough sense of what the stat-balancing game is going to feel like.

In that way, too, it’ll be more than a little like the rollout of the G1 Ch2 revisions eight years ago. :slight_smile:

Yes! Hanging out with different groups in Irduin can give you an introduction to one or more of the major factions you might want to hang out with in Grand Shayard, including a number of underground ones.

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Can Zvad give me my blood vials when we meet up?

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Not at your first rendezvous, but at a later one – by which point you (or Cerlota if she’s with you) might have figured out a safe place to stash them.

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This all sounds really complex and interesting, I hope it won’t be too much of a of a nightmare to balance!

I personally think that having just two overarching stats is pretty good, as it will help both you and the players keep on top of things. I like the concept of having to balance between suspicion, unity and aggressiveness. It’ll make for a pretty tense game even if all you’re doing is looking at a couple of numbers.

Do you think the player will be able to be aggresive and discover every secret, while also maintaining a low suspicion? As in, are you gonna plan to make that impossible, or are you gonna allow us to break the system like in Uprising? :rofl: Also will there be any benefits to having a high suspicion, or is that a stat that universally every MC wants to keep down?

One last thing, will this chapter have good and bad endings (endings that allow you to continue and endings that force you to reset and are just there for extra lore of decoration) or just “endings”? If every scenario you listed above is its own ending, I kind of fear for the future of the series, if the player is allowed to get themselves on so many different branches. :smiling_face_with_tear:

With all that being said, thank you for answering my question and thank you for getting me even more hyped for Irduin! :blush:

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Sounds interesting! I also believe that laying groundwork here will make an expanded Iruin feel more fulfilling and important, not just as a rural exposition but as an integral part of the story.

On this same vein two more question:

Is it possible to achieve endings where the old order prevails, but a rebellion still breaks out? If not can you see the city not outright rebelling, but starting to support your own rebels back in the rim, then declaring open resistance when the time is better suited for it?

Also are their people who might outright join your movement as either recruits or even new lieutenants, or are we too far away for such things to happen?

Also regarding the future complexity introduced by more and more branching paths raised by @Zamfir I believe that sticking to the ordered numerical values that you have followed so far in the series is a great way of making previous events meaningful, while keeping things manageable from the coding and story standpoint.

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Oof, I got overwhelmed with the new Irduin reveals and I totally forgot to greet you :sob:

Welcome to our crazy community! Hope you have fun here! :hugs:

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I’ve missed a couple ADATs during the July push. Back on the 11th, it was ten years since I promised to finish Game 1

and for all the delays in Monthduin, I think the same is likely to apply to Game 2. Alas, George.

And hey, that was also the post where I dropped the hint that you’d one day get to speak to the person responsible for sending the assassin who killed Thaumatarch Hera 290-odd years ago. That’s definitely still on the cards.

On the 21st, it was ADA that I shared my intent to leave the identity of the Rim Square traitor(s) ambiguous:

A decade ago yesterday, I left amusing evidence for posterity of how poorly I can predict which stats will actually be dominant in my finished product:

And finally, ADAT I posted something I could pretty much repeat verbatim ten years later:

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Thank you for the kind words! I did play the game 5 years ago, and was also a little active on discord. Then about 2 weeks ago i recommended it to my younger brother and got suck right back in! Looking forward to all the speculation that will definitely be going on going forwards!

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Is there any evidence pointing to any individual other than Breden? Most Breden evidence was circumstantial, but there was just so much of it that it really beggars belief someone could be so unlucky.

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Yeah, this. My low anarchy or noble friendly (or both) MCs will prefer to have Irduin social order preserved AND used in their cause of Shayard liberation.

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I always found Old Joanna highly suspicious. She does hand you the poisoned food, and was the closest person to your highly anti-hegemony mother before she died. Also, since the MC is so emotionally attached to them, there is no way whatsoever to test her.

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What do you think about Father? :grin:

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Father is too fearful to have done it and aristo father certainly didn’t have a clue about the secret meetings.

Aristo father wouldn’t lower himself to cooking or serving food for Helots either.

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So unlucky as to know working Kryptast code?! I think from a Meta perspective it is undeniable.

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I always forget that one because I’ve never done that playthrough. I wouldn’t hesitate to convict Breden if I was on a jury.

Breden’s raids always go wrong. Telling Breden things leads to worse outcomes. No one’s poisoned if Breden isn’t in the party…

I was mostly just curious as to what the Breden is innocent folks (I think there’s a couple) point to because it seems so clear.

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To be fair the only raid that goes wrong is the market town. And keep in mind Breden does find a town without Syntechnica connections, so that part of the job gets done. Mind you the code is still super suspicious.

Nevertheless I could also see Breden being some lower ranking Kryptast, who does get really hooked up on the idea of a rebellion and starts playing for your side in case of a romance.

Finally, I’d call attention to the fact that the Archon’s forces get a lot of intel on you, regardless of Breden’s presence.

Still a lot of the evidence is still damning, but there is just enough leeway to make a different scenario possible.

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How about “City on the Stormfront?” It can reference how Sojourn is on the edge of two unstable and violent situations: the literal weather front from the Xaos-storms and a figurative one from a potential purge by the Hegemony.

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Too long for the theme. We don’t want to mimic Japanese Light Novel Title: We’ve Got To Make A Certain Wordcount Before We Can Even Start Writing The Story So We’re Putting The Synopsis On The Front Cover.

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I don’t really know anything about Japanese Light Novels, so I’ll just take your word for it.

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What about “Storm’s End, Order’s Foundation”

Maybe something about Herne having a vision for the xaosland, or about bolstering new allies?

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