Hi y’all! I’m working on a modern fantasy story. Any feedback would be much appreciated! Based on poll results, my plan is to post ~weekly messages here letting you know how things are going, but only update this post/the link when I have a substantive chunk done.
Update (4/6): ~1200 words added to end of Ch 1 (it was going to be the start of Ch 2, but it made more sense for them to be the combined)
Demo link: https://dashingdon.com/play/gabs/seven-ravens-a-modern-fantasy-game/mygame/index.php?cb=14959
Intro: Gran used to say that curiosity was the family curse. “Not the eyes?” you would ask, and she would shrug; according to family legend, there was very little difference. Some generations-gone ancestor had been unable to resist sampling an ointment meant for a fae-babe’s eyes, and in the sampling had cursed their descendants with the ability to see magic.
Well, you assumed it was a curse. (It certainly was in Gran’s stories.) The city, with its ancient iron undergirding, kept fae at bay and grounded most magic, rendering your peculiar inheritance a non-issue. Or at least you thought it did, until a magic-bright bird burst into your life.
The game:
- Break curses! Make deals with fae! Delve deep into the confounding world of fae politics! Uncover secrets of your city!
- Play as gay, straight, or bi/pan; asexual and/or aromantic
- Build relationships with those around you, including (optional) down-time interludes
- 6 ROs (2 female, 3 male, 1 non-binary)
Specific questions (edit: preserved for context, but hidden because I'm working from the responses I've gotten. If you have a differing opinion though, please share it!)
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A decent portion of the game will involve Dealing with fae, which seems likely to create a stat imbalance, where cleverness/cunning is OP. My solution is to create an underlying “Cleverness” variable, which is separate from your main stats (Strength, Lore/Intelligence, Charisma). This will function as follows:
- Choosing an especially clever way to deal with a situation will gain you Cleverness points, regardless of success (e.g. if the Strength option is a particularly apt way to deal with a scenario, you get Cleverness points regardless of whether you pass the Strength check)
- Certain extra-effective actions may only be available with a high Cleverness score; this is the only way in which the stat is checked (though it could also affect flavor text, depending on how coding goes)
How does that sound to you? I’d work to balance across attributes (so, e.g., the Charisma option isn’t always the best/”most clever”), and I’m not planning on super difficult stat checks anyway. Would you want Cleverness to be visible or hidden?
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I was also considering using a “Curiosity” mechanic to track certain decisions. This would primarily affect character reactions. However, if it got extremely high, then at certain choice points it could lead automatically to a bad end. (“This is a terrible idea but I am constitutionally incapable of not seeing what happens.”) Is that too railroading? Would folks prefer an optional “I can see that this is a terrible idea but I/my character really want to see what will happen”?
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There is a character who, in my head, is nonbinary (they are not the only NB character). They, like everyone else, have a personal agenda; this is not immediately revealed, and may run counter to the MC’s interests. NB != trans, but does this feel like it’s falling too close to a “deceptive trans” (“deceptive non-cis”?) trope? (They’re not a bad person! They just had a life before the MC, and continue to have a life separate from the MC during the game.)
Update Log
Update (3/31): Chapter 1 is posted, and I’ve fiddled with the prologue a bit. It’s really just a bit more setup/worldbuilding, but now with inciting incident!
Update (3/28): Now with demo! This is just the prologue - basically character-building and some setup. Chapter 1 should be posted soon, though!
Thanks!