Gabriel Loup on 23/2/2014 at 13:56
I had an idea after watching interviews with Eidos' inspiration over the Thief reboot (alltho i'm not a fan of this reboot, the story hardly interests me there) and Thief The Role Playing Game, i saw that Eidos has mentioned some games, notably Mark of the Ninja (great game), the Assassin's Creed series and Dishonored (good too). So i thought again and said, how about changing the way that Assassin's Creed III felt (because the game itself was quite shitty) to make it act and feel more like the Thief series? This is my idea :
NOTE : You do NOT need to read absolutely everything, just at least the Loadout itself is enough.
Contents :1.Objective2.Loadout 3.Requirements 4.Options5.Introduction6.Training of a Thief7.Experiences of a Thief1.Objective : Why play ACIII like this?Easy, because ACIII is the perfect setting to do this setup. The reason why i did this is because i got bored on playing ACIII because i wasn't satisfied with the already established experience.
2.Loadout : How to play the game3.Requirements :[ ] Assassin's Creed III (Obviously you taffer)
[ ] 100% Syncronization to all main memories (To unlock Altair's Outfit)
[ ] All assassins unlocked (Thieves)
[ ] Stone Tomahawk (Blackjack)
[ ] Cuttoe Sword (Sword from Thief 2)
[ ] Altair's Outfit (Garrett's outfit from Thief 1)
Quick Select asignments :
[ ] Dpad Up : Select Bow
[ ] Dpad Down : Select Smoke Bomb
[ ] Dpad Left : Tomahawk (Blackjack)
[ ] Dpad Right : Sword
4.Options :[ ] General : Music = Off / Stereoscopic 3D = Infinicolor / 3D Strength = 2
[ ] HUD : Minimap = Off / SSI = Off / Controls = Off / Updates = Off
[ ] HUD - Boat : Weapons and Tools = Off / Health = Off / Sails = Off
5.Introduction :Cynical and unenthusiastic about helping those in need, Garrett draws on his talents to lift from the wealthy solely for his own gain. To him, everyone is a potential victim who can help line his pockets and fuel the underground economy of the City. He's a legend among his own kind, a reluctant anti-hero who wants nothing more than to be left alone to carry out his trade. But instead, his actions seem to always draw him into greater conflicts. The Keepers pull the strings behind the City, and lately, they've been paying close attention to Garrett. Too close, in his opinion. This secret organization drew Garrett into its fold early on, but he rejected their teachings at a young age and scorned them for their reclusive meddling. He went on to become a skilled thief —the best that ever was, in fact.
The City sprawls, built over the course of centuries. Now it is an independent
city state, ruled by a Baron, casually at war with a neighbor. In this Baroque
and Dickensian urban sprawl, the chasm between the rich and the poor is vast.
Life is cheap, the wealthy are bored and greedy, and corruption is prevalent.
The other notable spectrum is religious. The Hammerite Order is powerful; a
conservative, bearded patriarchy worshiping the Master Builder, ruled by the
Architect and his Masons. This conservative, rigid, merciless church is harsh to
those who follow its tenants, and cruel to those who trespass against them. They
use hammers to combat foes, and also build with hammers to combat chaos. The
Builder gives them what they need to do for themselves, with a very Protestant
Puritan work ethic. The Builder gives them trials to purify them. Their speech
is cadenced with King James Bible conventions. Mercy is a flaw, for a lapse in
vigilance can destroy everything they've built. For most of them, life is spare,
rough, dark, lonely, and strict. For those at the top, the temptation of riches
can be too much to bear. The beauty they cherish is workmanship, worship, and a
life tested but pure.
In the shadows of the city's stonework, and beyond the walls in the overflowing
darkness of the forest, the pagan gods lurk. Before the Hammers and
civilization, there was another religion here; a religion with much more
tangible, local gods. They have the gifts of elemental magic, the favor of the
dark things in the woods, and a burning hate of the order that imposes itself by
crushing the lush chaos of nature. Those who give themselves to this alien
worship usually find the price higher than they expected, when it is too late to
back out. Still, it's easy rebellion, beckoning the jaded and wealthy as well as
those so poor they think they have nothing left to lose. Only when they leave
civilization's laws do they realize that the alternative is joining the food
chain. Their speech has the silliness over cruelty typifying the heartless
games of children. They cherish the beauty of energy, wild uncontained life, and
crumbling constraints built to pen up or break the natural order.
Behind those shadows, below the religious disputes and secular power struggles,
the Keepers watch. No one knows of this secretive order. They have mystical
powers of stealth. Their focus is on the Balance, keeping supernatural and
mortal powers arranged to check each other so no one gains too much influence.
They revere glyphs, a semi-sentient writing system that is bound up in magic, in
prophecy, and in fate. Selfless to the point of being alien, the Keepers cling
to their role because they give up all other identity. They recopy books through
centuries, marking the signs of the times and feeling a strange helpless
desperation as they are paralyzed by indecision; when and how can they act to
affect the Balance without being drawn into its struggles?
6.Training of a Thief :A thief, being trained in many arts, is just just about stealing, but also about
how you steal it and what you steal, and how much. Thieves need to be aware of:
Noble Politics. Characters are nobles, or serve nobles. As they work for their
patron's best interests they are pulled into a murky world where family
allegiances tie back into supernatural allegiance.
Fight the Faction. A radical subgroup rises and threatens the balance. Suppress it before its master plan is implemented, likely with widespread death and chaos (no matter which faction.) Nobles might plan a bloody coup followed by military rule, pagans may plan to moss-bomb the city, hammers might be gaining steam for an inquisition, keepers may be trying to get at dangerous lore hidden long ago for good reason, etc.
Strange Balance. A keeper PC is on the edge of going rogue, trying to gather a group that can actively work at the balance more forcefully than the nudges and breaths the keepers exert on the scales. Whether this is a good idea or not, desperate times and wild imbalance call for new approaches. So much the better of this “task force” can bring balance when representing various opposed factions.
Detectives. Characters are with the town guard, solving a string of crimes that point towards something bigger (covered up by powerful forces) that could be a real problem.
Crime Pays. Working with guilds and fences and corrupt guards, a band of criminals scrapes out a living in the city—until they brush against something big enough that those behind it want them dead. Or, until they are hired on by a shadowy figure who gives them juicy scores.Then they begin to see a pattern behind the work. Or, they are sent to assassinate someone who manages to plead
with them, and has a weird story to tell about why people want him shut up.
7.Experiences of a Thief :Awareness Alertness, perception, insight Notice things. Starting languages.
Brawn Size, physical intimidation Carry heavy objects, wear armor.
Charm Social aptitude, ability to inspire, persuasion Persuasion, likeability, leadership.
Commitment Devotion, intensity, resisting magic & suggestion Strength of will.
Cunning Trickery, sneakiness, lying, stealth, theft Stealth, deception.
Daring Courage, reflexes, managing risk Reflexive dodging.
Thank you for reading my guide on how to make a game with seemingly nothing to do with Thief to instantly make it look like Thief! Hope you enjoyed it, and if you found it too long, well, too bad. :joke:
Other Thief game guides :
Thief to Mark of the Ninja
(
http://www.ttlg.com/forums/showthread.php?t=143457)