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How to do a doomed, "Halo Reach" type game?
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<blockquote data-quote="Wik" data-source="post: 5326231" data-attributes="member: 40177"><p>Hey guys,</p><p></p><p>I just finished playing Halo: Reach, and afterwards, we all talked about how cool the Halo story arc has been, and how it would translate into gaming (I'm actually really surprised there isn't an official Halo RPG by now - lord knows I'd buy it). We also all agreed that Halo: Reach has one of the better storylines (only ODST's is better, in my opinion). </p><p></p><p>For those that don't know, Halo: Reach is a prequel to the Halo games, and is based on the idea that the Planet Reach is invaded by the Covenant Aliens. The death of Reach is assumed to be a known fact to the player (pretty much the first sentence of the first Halo game is about how Reach was destroyed, and it is a recurring theme in the series). Basically, the game is about how a squad of Spartan soldiers fight a doomed war to save the planet, and how their actions (and sacrifices - it's a known fact that most of the spartans die in the game, though I won't give any spoilers here) influence the later games in the franchise.</p><p></p><p>During our conversation, we also realized that this "Reach" style plotline WOULD NOT work in an RPG setting, for the most part. The reasoning being - a campaign that assumes the PCs will lose is not a fun one, even if they know in advance that it's a lost cause. That scene where they finally bite the bullet is not a rewarding one, unless they are somehow making a grand sacrifice... but even then, that grand sacrifice cannot feel all that grand, because the PCs will either feel it was preordained (if they knew they were going to their deaths from the campaign start) or something they were railroaded into (if they didn't know). </p><p></p><p>Unless I'm wrong, and it turns out that there *IS* a way to do a poignant, doomed campaign?</p></blockquote><p></p>
[QUOTE="Wik, post: 5326231, member: 40177"] Hey guys, I just finished playing Halo: Reach, and afterwards, we all talked about how cool the Halo story arc has been, and how it would translate into gaming (I'm actually really surprised there isn't an official Halo RPG by now - lord knows I'd buy it). We also all agreed that Halo: Reach has one of the better storylines (only ODST's is better, in my opinion). For those that don't know, Halo: Reach is a prequel to the Halo games, and is based on the idea that the Planet Reach is invaded by the Covenant Aliens. The death of Reach is assumed to be a known fact to the player (pretty much the first sentence of the first Halo game is about how Reach was destroyed, and it is a recurring theme in the series). Basically, the game is about how a squad of Spartan soldiers fight a doomed war to save the planet, and how their actions (and sacrifices - it's a known fact that most of the spartans die in the game, though I won't give any spoilers here) influence the later games in the franchise. During our conversation, we also realized that this "Reach" style plotline WOULD NOT work in an RPG setting, for the most part. The reasoning being - a campaign that assumes the PCs will lose is not a fun one, even if they know in advance that it's a lost cause. That scene where they finally bite the bullet is not a rewarding one, unless they are somehow making a grand sacrifice... but even then, that grand sacrifice cannot feel all that grand, because the PCs will either feel it was preordained (if they knew they were going to their deaths from the campaign start) or something they were railroaded into (if they didn't know). Unless I'm wrong, and it turns out that there *IS* a way to do a poignant, doomed campaign? [/QUOTE]
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How to do a doomed, "Halo Reach" type game?
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