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Design Challenge: World of Remedy
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<blockquote data-quote="ruemere" data-source="post: 9203425" data-attributes="member: 5515"><p>Folks,</p><p></p><p>Here is a design challenge that occurred to me today - what game would be best to replicate a World of Remedy, i.e. a game setting where a team of protagonists would explore stories similar to those in Max Payne, Control and Alan Wake? This short article is about to propose certain axioms, and the challenge would be to propose an existing game system with a sound argument backing the choice.</p><p></p><p>Character axioms:</p><p>1. Initially human, advance into superhuman levels of durability, limited time control, limited reality alterations, high self-sufficiency.</p><p>2. Dark secrets or backgrounds that can be turned into strength at a karmic cost.</p><p>3. Intense physical prowess challenges: running, prolonged gunfights, recovering with a short rest, coming back after major wounds with scars.</p><p>4. Resolve triumphs over physical limitations.</p><p>5. Achilles heel weaknesses (psychological traumas, phobias, relations that come with benefits and costs).</p><p></p><p>Character goal axioms:</p><p>1. Avert a disastrous event.</p><p>2. Lead survivors away from the threat.</p><p>3. Control a threat.</p><p>4. Gain a prominent position within their organization or finally free themselves from ties with such organization.</p><p></p><p>NPC axioms:</p><p>1. The story progress is achieved through interactions or reading notes.</p><p>2. Some of the most influential NPCs hide in a plain sight.</p><p>3. Even the most helpful NPCs speak indirectly, in riddles or in a way that is difficult to comprehend.</p><p></p><p>World axioms:</p><p>1. The world cares not. Unless characters get involved things do not get better.</p><p>2. The world outside of human sphere of influence is full of skycraper-high elephants. You can survive if you learn and understand rules well enough.</p><p>3. The world runs on conspiracies. First impressions are false. Descending into hidden depths reveals that there is ever more to learn.</p><p>4. People have agendas. Think little apocalypse clocks everywhere.</p><p></p><p>Supernatural axioms:</p><p>1. Supernatural wears everyday face. An object of power looks like any other object. Infinite or impossible corridors are brutalist and mundane. Alien serpents have electric lights for eyes and speak through radio static.</p><p>2. Supernatural is twisted through human agenda into a threat. Alternatively, Supernatural is incompatible with human sphere of influence and thus a threat. Alternatively, Supernatural is an extension of human agenda, a regret, a grudge or desire for vengeance.</p><p>3. Supernatural breaks normal people, but always leaves a choice in character's hands. Alternatively, characters are immune to Supernatural.</p><p></p><p>Opposition axioms:</p><p>1. Enough guns is sufficient.</p><p>2. Most opposition are mooks, but will deal devastating damage if allowed too close or allowed to attack with an advantage of surprise.</p><p>3. The elephantine threats always require research prior to engaging them.</p><p>4. Talking things out is an option, though there is cost involved.</p><p></p><p>Well, here it is. Anyone up for the challenge?</p><p></p><p>PS. Sources and inspirations:</p><p>1. Remedy games: Max Payne series, Control, Alan Wake series.</p><p>2. Conspiracy and Horror games: Delta Green, Night Black Agents, Apocalypse World, Band of Blades.</p><p>3. Some RPGames that came close: Agents of ODD, Chamber.</p></blockquote><p></p>
[QUOTE="ruemere, post: 9203425, member: 5515"] Folks, Here is a design challenge that occurred to me today - what game would be best to replicate a World of Remedy, i.e. a game setting where a team of protagonists would explore stories similar to those in Max Payne, Control and Alan Wake? This short article is about to propose certain axioms, and the challenge would be to propose an existing game system with a sound argument backing the choice. Character axioms: 1. Initially human, advance into superhuman levels of durability, limited time control, limited reality alterations, high self-sufficiency. 2. Dark secrets or backgrounds that can be turned into strength at a karmic cost. 3. Intense physical prowess challenges: running, prolonged gunfights, recovering with a short rest, coming back after major wounds with scars. 4. Resolve triumphs over physical limitations. 5. Achilles heel weaknesses (psychological traumas, phobias, relations that come with benefits and costs). Character goal axioms: 1. Avert a disastrous event. 2. Lead survivors away from the threat. 3. Control a threat. 4. Gain a prominent position within their organization or finally free themselves from ties with such organization. NPC axioms: 1. The story progress is achieved through interactions or reading notes. 2. Some of the most influential NPCs hide in a plain sight. 3. Even the most helpful NPCs speak indirectly, in riddles or in a way that is difficult to comprehend. World axioms: 1. The world cares not. Unless characters get involved things do not get better. 2. The world outside of human sphere of influence is full of skycraper-high elephants. You can survive if you learn and understand rules well enough. 3. The world runs on conspiracies. First impressions are false. Descending into hidden depths reveals that there is ever more to learn. 4. People have agendas. Think little apocalypse clocks everywhere. Supernatural axioms: 1. Supernatural wears everyday face. An object of power looks like any other object. Infinite or impossible corridors are brutalist and mundane. Alien serpents have electric lights for eyes and speak through radio static. 2. Supernatural is twisted through human agenda into a threat. Alternatively, Supernatural is incompatible with human sphere of influence and thus a threat. Alternatively, Supernatural is an extension of human agenda, a regret, a grudge or desire for vengeance. 3. Supernatural breaks normal people, but always leaves a choice in character's hands. Alternatively, characters are immune to Supernatural. Opposition axioms: 1. Enough guns is sufficient. 2. Most opposition are mooks, but will deal devastating damage if allowed too close or allowed to attack with an advantage of surprise. 3. The elephantine threats always require research prior to engaging them. 4. Talking things out is an option, though there is cost involved. Well, here it is. Anyone up for the challenge? PS. Sources and inspirations: 1. Remedy games: Max Payne series, Control, Alan Wake series. 2. Conspiracy and Horror games: Delta Green, Night Black Agents, Apocalypse World, Band of Blades. 3. Some RPGames that came close: Agents of ODD, Chamber. [/QUOTE]
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