Ricebug on 19/7/2013 at 00:15
I believe this has been discussed before, but it can't hurt to resurrect it, as new folks have been coming on board. The poll involves how you, as an FM author, develop a story, if any in your mission.
Yandros on 19/7/2013 at 01:14
I voted for most of them as I've done it multiple ways. And my 'Other' vote would include taking someone else's architecture and making a story inspired by it (DCE) and also taking someone's partially completed mission/story and completing it, including some of my own ideas (DP2, Heist Society and, to a much lesser degree, 7SoM).
LarryG on 19/7/2013 at 01:21
I get an idea for a story, design my mission around it, architecture, "tricks", everything, but as the mission develops I discard the unworkable (at least unworkable for my skill set) and revisit/revise the story to smooth things out. I will have major plot points that are pretty solid, but if a "trick" doesn't pan out, I'll scrap it and do something else. The same for architecture, but problems with architecture seem to happen less often than problems with "tricks".
gigagooga on 19/7/2013 at 08:34
I voted "I typically just build the mission and hope for a plot to come along", bad thing is that it mostly doesn't :sweat:
Le MAlin 76 on 19/7/2013 at 08:54
In first i know which architecture i want to put, then i write a story, but with the time there are most changements xD
Zontik on 19/7/2013 at 10:35
Voted for 1, 2, and 3. 5 is also possible, but it haven't happened yet.
I'm not brave enough to use number 4.
DrK on 19/7/2013 at 11:42
Quote Posted by LarryG
I get an idea for a story, design my mission around it, architecture, "tricks", everything, but as the mission develops I discard the unworkable (at least unworkable for my skill set) and revisit/revise the story to smooth things out. I will have major plot points that are pretty solid, but if a "trick" doesn't pan out, I'll scrap it and do something else.
This.
Besides, for my campaign I have a general idea but it keeps changing with time, nothing is written so I'm free to modify things here and there. I often have new ideas, keep them in mind and see how to implement them, and if they don't fit I just scrap them or keep them for other projects.
Architecture always comes second. I built Rocksbourg 1 thinking about architecture first, then trying to find a plot for it, and it was a real mess...
qolelis on 19/7/2013 at 15:45
For the one and only mission I've released, it started with me experimenting with making rope arrows stick in crates and when I had something that kind of worked, I started building a demo mission to show it off, which was just supposed to be a few tall rooms with simple ledges here and there and no story whatsoever, but while I was building I got more and more ideas for new architecture and story-elements and the demo mission soon turned into a full-blown mission.
For the campaign I'm working on (thought it's put on hold for now) I started with the story and then, when the story was done, I started building what the story dictated. The story hasn't changed much other than a few details here and there. The architecture has changed a lot though, over the years.
For the single mission I'm trying to finish right now, I started with the notion of "build something small with a simple story" and decided to build a prison and just have Garrett get out. The story has evolved since then (inspired by the architecture), but it's still pretty simple.
The other single mission in progress (though also put on hold) got born when I had just learned about setgrid (a pretty long time ago) and was playing around with it and, from the looks of what I had built, got the idea for a monastery and library and made up a story pretty much at the same time.
FireMage on 19/7/2013 at 16:42
My method is simple:
I got a theme that interest me, then I brainstorm.
I gather in my head all element linked to this piece of ideas. Then I got a list of objects & elements in my head, then I try to find a connection between the ones that interest me. And I create a global story with that.
After, I seek for a title, then the main characters and finaly I search for details.
Do you want an example?
When I made Evil Thievery, I wanted to create an horror mission, with desasters, curse and a mansion. Then I thunk about all words that came to me when I wondered: "Horror", "Curse", "Desaster", "Mansion"
Then I got a list:
With Horror:
Devil, Evil, Bad, Undeads, Haunts, Ghost, Zombies, Hell, Damned, Souls, Blood
With Curse:
Prison, Glyphs, Objects, Strangeness, Chaos, Keepers, Disappear, Stone
With Desaster:
Invasion, Breakout, Army, Death, Fire, Storm, Darkness, No Man's Land, Sadness, Rebellion
With Mansion:
Thievery, City, Lady, Lord, Knights, Stronghold, Castle, Guards, Doc, Mecanist, Hammers, Sewers, Keys
Then, I have mixed everything in a single list, and look at all the words. I removed all things that didn't interested me, and then, I have imaginated a connexion between my elements. Sometimes, some ideas come from nowhere. Oftenly, I don't use all the words that came to me.
Then, now, I suppose you guess where that FM's plot came from...:p
After, so, I start the map. I really REALLY don't mind about the map's shape. I create like the wind run, sometimes I stop, I look at it. When I think that look like something, I proceed. If I think that it is too ugly, I change. I'm not an Pro Artist or Architect, just a story teller.
I just want people to see that the world match with the story. ;)
I'm just trying to increase the quality of my works, especially thank to the objects that I create with Blender since I has learned how to modelize a 3D object! :D
If you are not inspirated, I'm ready to help! :)