Too much like hard work!
Yet another day is almost done and I’ve not done anything with the game. So much for keeping myself accountable and forcing myself to write. I’m half-tempted to just write a straight run through, the easiest path right through the first scenario, and then type it up and branch it from there. I think I’m currently including too many options and I’m getting distracted by the options.
I’m also having a hard time finding the voice for the villain. The villain’s not fun, they’re dull and boring to write for and I’m having issues regarding how to defeat them. I think I’ve set myself too many limits in that final encounter.
I’m having problems with How does Hunter get into the dollmaker’s workshop. Is it locked and needs to be broken into? Do I give Hunter a door-opening gadget of some description to get around this problem? Or does that feel far too fake. Hunter’s mother is an inventor, and Hunter’s always been intended to have a James Bond/Batman array of gadgets at their disposal.
The alternative is giving Hunter very limited psychic ability that lets them glitch doors into opening.
I could offer a choice I suppose. Gadget or power. Since Hunter’s meant to be investigating things, the ability to break into anything would certainly come in useful. Maybe not telekinesis. It could be a door with an electric lock, since the game is futuristic. I can give Hunter a scale of either being able to glitch some technology, or being able to use gadgets. Maybe. I’m overthinking this.
I remember a roleplay game I was once in where the group spent five hours trying to get through the front door. That was one of the most boring five hours ever. I feel like I’m stuck in that sort of situation.
I suppose Hunter can just pick locks and has no idea how they managed to pick up this ability.
AGH!
Hunter needs to confront the Dollmaker. It is evening. The Dollmaker will be in their shop/workshop/house.
- The front door could just be open and Hunter could just walk in the front.
- Or Hunter could knock on the door to be admitted.
- Hunter could break down the door.
- Hunter can pick the lock.
- Hunter can magic the lock.
- Hunter can use a gadget on the lock.
- Hunter can sneak through a window.
- The other person inside could let Hunter in.
- Maybe the Dollmaker keeps a spare key hidden under the flowerpot/mat/etc.
- If it had a keypad entry system then Hunter can easily use postcognition on it to get the combination. Or dust flour etc on the keys and hit some random buttons.
- If the Dollmaker is so overconfident they rely on supernatural protections over mundane ones Hunter can just bust through those.
The only two important choices are whether Hunter sneaks in, or whether they take the direct route. The rest is just window dressing. The first leads straight to a confrontation. The second would allow Hunter to snoop around first.
So direct in the front door or sneak around the back door.
See this is why the game isn’t being written. I’m just focussing too much on things like this and all the choices available. And it’s just a door, it’s not even the confrontation with the villain. The greatest, most difficult boss in my first Episode is How to get through the door. AGH!!!
Or I could just do what I did with Julia Caesar and add a huge TODO OPEN DOOR and then skip to the bit after the door is open.