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Monday, November 09, 2009
 
Frayed Knights; Wait, Wait, Let Me Explain...
The world of Frayed Knights, the indie computer RPG under development at Rampant Games, could perhaps be described as an apologist's rendition of an old-school fantasy RPG campaign.

In the early days of the hobby, very few game masters (or game designers) thought too hard about the rhyme, reason, or ecology of their adventures and worlds. Why are the monsters segregated by difficulty level in this dungeon? What's with the weird, bizarre artifacts in the dungeon that nobody but the players actually try to use? How come these traps aren't set of by the gazillions of giant rats that seem to infest the dungeon? How do the lower levels of the dungeon stay ventilated? What do these monsters eat (besides adventurers and giant rats)? Why are there all these devices that serve no practical purpose to anybody but to vex the occasional treasure-hunting adventurer?

The creativity caught up with itself as players smartened up, and game masters were forced to evolve. After all, if you have an illusory dragon in one room - the hint to the deception being that the exits are all too small to accommodate the dragon's bulk - then you can't get away with sticking a real dragon in a similar room without some really good explanation. If you start using logic and some vague appeals to reason against the players, you need to be pretty consistent with its usage yourself.

So which is it going to be - no dragon, or jumping through hoops to justify its existence?

In many cases, Frayed Knights takes the latter approach. I think the wild contortions of logic and rationalization are part of the fun of the world. It's not necessarily that the world itself is over the top bizarre and comedic, but that the off-beat answers to the questions of "why" have a cumulative effect that keeps getting weirder and weirder. And then we have a group of explorers in this world for whom this is all pretty run-of-the-mill stuff.

And so what you end up with is a group that can get into an argument over whether or not it is wise to rescue an apparent damsel-in-distress... because it is one of the oldest tricks in the book to sucker-punch adventurers in this world. And bizarre relationships between groups of monsters to justify their not killing each other.

But as amusing as the "Why" answers get, it's the "why not?" that tends to drive the silliness. If you postulate a world where there's weirdness X and Y, why not ... weirdness Z?

That's where I got temples dedicated to a god of pimples. And an automaton constructed out of pus.

And, as it turns out, getting the answer to the "why" questions is what drives the entire plot. It's one thing to know that an Ancient Evil™ is on the rise. The natural response for your typical red-blooded adventurer upon discovering this news is to put a stop to the Ancient Evil™ once and for all (at least until the sequel).

But our heroes, the Frayed Knights, are anything but typical. And - quite by accident - they end up asking "Why?" Why is the Ancient Evil™ rising? What does he really want? Is there something more going on here?

And, as usual, the answers get more convoluted as they go.

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Comments:
Haha, yeah, the other solution to a locked plot door is having the characters comment on how ridiculous said plot door is, extracting some humor out of the situation and then provide a real, but cooky, explanation for it.

- Character1: Hey, look, the almighty castle only has a fence for protection! Ha! I was expecting a river of lava or something.
- Character2: Yeah, evil overlord budgets have been pretty lacking since the whole economy thing...
- Character3: Shut up you two, we have a prince to save. Let's see... OW! It bit me! That damn door bit me!
- Door: Thou shall not pass. You can try though, if you don't mind loosing a finger or two.
- Character1: Maybe we should just jump over it.
- Character2: Alright, you go first.

And so on. Maybe make a comment on the probability of their nether regions being bitten by the door if they tried to jump over it.
 
Well, you wrote specifically about my one solution (which I kinda-sorta do re-use) to the problem - I allow you to make a beeline for the big bad in Pokmor Xang, but the consequences thereof are somewhat nasty.

But that has to be telegraphed, IMO. Just dumping on the player because he took a direct route is Very Bad Form. But suggesting that The Direct, Brute Force Route Might Not Be The Answer gives the player a choice. They can try it and see if they can live with the consequences, or they can back down.

I like those kinds of choices.
 
Don't forget about the economy... I've always wondered why for the first 5 hours of a game, your character can't scrap together enough money to buy a grilled cheese sandwich, but by the end of the game he possesses wealth in excess of the GDP of the entire fricking kingdom..

Or how Amad Ripuoff who runs the stall in the market square gets a new shipment of modestly=priced nuclear-tipped bunker busters in every week, while no one else in the realm has anywhere that level of firepower...

I could rant for a while about how crazy in-game economies can be...
 
Happens in pen & paper games too. We had a DM (whom we still play with - he can tell you awful stories about me, too, I'm sure) who had a campaign world where gold and silver were extremely rare, extremely valuable metals. A gold coin was a king's ransom - something a commoner would likely never see, he explained to us - and a silver coin might represent a year's wages.

Well, that was the beginning of the campaign. By the end, a night at an inn would cost a gold or two. I mean, granted - I'm sure all that adventurer-recovered loot caused SOME inflation, but sheesh. :)
 
I've always wondered about treasure chests lying around everywhere. How weird is that? OK, someone might - occasionally, rarely - feel the need to hide their valuables in a hollow tree trunk. But treasure chests out in the open, littering the landscape?

I do like games, though, where monsters can be caught in a dungeon's traps. Of course, then there has to be a reason why the traps haven't all been sprung by wandering wildlife. And traps in the main hallway of a temple or other inhabited structure always make me wonder how that works out for the people there. As a player, I'd much prefer seeing some logic to this. Reasonably, I should look for traps in the emergency back-entrance of the place, but not where people are constantly coming and going.

I imagine, though, that a humorous game must be a lot of fun to develop, since you can make fun of stuff like this. You still need a certain logic, but it can be a twisted logic (or you can just have the party poke fun at what they discover).
 
Look forward to seeing an announcement about FrEDGED Knights...

http://toucharcade.com/2009/11/11/indie-developers-band-against-edge-trademark-claims/
 
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