If you’ve never seen the animated TV series Disney’s Gargoyles, I recommend you check it out. It is an American animated tv series created by Greg Weisman, which has some complex story arcs and dark tones for a 90’s cartoon, and it mixed modern-day with medieval times and reality with legends. They had drawn from topics like Shakespeare plays and various myths and legends from around the world like King Arthur and Cúchulainn and even bringing in the Illuminati.
Gargoyles tells the story of a pack of gargoyles who were frozen in time for a thousand years and re-awakened in the modern-day. In this series, Gargoyles were protectors of man, watching over their castle at night before turning to stone at the day and having the castle protect them. When they came forward in time, they declared the city under their protection and go about fighting crime there, and this is where the complex storylines begin, with at least one referencing events from over 50 episodes prior.
This is an older post I dug up when exploring the notes I had, and I figured it might be worth publishing. I have tried to edit out the old ideas and concepts from it.
Game design is hard sometimes, especially to challenge people. I’m not talking traps, I’m not talking combat. I’m talking actually challenge someone. Put someone in a situation where they may not know what the right answer is or know the best course of action to take, but they have to go with a choice and stick with it. Sort of like a Lone Wolf book where you choose your path based on your abilities and choice and rolls you make. Also, Lone Wolf would make a great storyline for a party, so much so they made an RPG about it. It could also make a great monk solo storyline.
For those of you who played computer games in the 80’s and 90’s, you would be well familiar with the point and click adventure games. Some were ported to consoles like the MacVenture series in Deja Vu I and II, Shadowgate and Uninvited. Sierra had a lot of adventure games like the King’s Quest series, which was typing for the earlier ones and then later came point and click and Lucasarts had things like the Monkey Island series and Maniac Mansion.
The reason I am mentioning this is that I was talking to someone ealier about challenges and how to incorporate a lot of them into the tabletop adventure world. Some are quite easy like the ‘Use X on Y’ style, and others are more of a ‘Solve this cryptographic sequence’ or ‘Figure out this riddle’ and so forth. However, some can be more complex as you get further into the game, and sometimes it is that uniqueness that makes things interesting. (more…)