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How to do a doomed, "Halo Reach" type game?
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<blockquote data-quote="Aloïsius" data-source="post: 5326270" data-attributes="member: 1191"><p>It depends. The 300 spartans had to delay the enemy. Their goal was not victory, it was allowing others to have a chance to victory. </p><p></p><p>You may perfectly have a scenario where the goal is "delay the enemy enough through your sacrifice". </p><p></p><p>Of course, it means you are dead at the end of the game. But then, you can perfectly start the next campaign with a great ceremony or feast made in the honour of the fallen heroes who saved the world/the country/the city, and whose names are forever written in history. </p><p></p><p>Doing the same trick for a whole campaign is harder, because you need to repeat and repeat and repeat the defeat, so that the players may feel the desperation of the situation, all the while keeping them alive until the very end AND making them know that they are allowing progress elsewhere... </p><p>An "evacuation" campaign could fit that theme. A dire threat has appeared, against which there is no victory possible in this time. The heroes need to "help the future", by allowing civilians -and especially children- to escape (portals ?) to a safe-place. They won't save the city/country from the onslaught, but they know that, among the ones they saved, are the peoples who will defeat Evil in the future. It works best with prophetic setting, where the Evil villain is engaging in a genocide war to kill all the first born of country Z (and annihilate country Z) because the prophecy says that one of them will rise to destroy him.</p></blockquote><p></p>
[QUOTE="Aloïsius, post: 5326270, member: 1191"] It depends. The 300 spartans had to delay the enemy. Their goal was not victory, it was allowing others to have a chance to victory. You may perfectly have a scenario where the goal is "delay the enemy enough through your sacrifice". Of course, it means you are dead at the end of the game. But then, you can perfectly start the next campaign with a great ceremony or feast made in the honour of the fallen heroes who saved the world/the country/the city, and whose names are forever written in history. Doing the same trick for a whole campaign is harder, because you need to repeat and repeat and repeat the defeat, so that the players may feel the desperation of the situation, all the while keeping them alive until the very end AND making them know that they are allowing progress elsewhere... An "evacuation" campaign could fit that theme. A dire threat has appeared, against which there is no victory possible in this time. The heroes need to "help the future", by allowing civilians -and especially children- to escape (portals ?) to a safe-place. They won't save the city/country from the onslaught, but they know that, among the ones they saved, are the peoples who will defeat Evil in the future. It works best with prophetic setting, where the Evil villain is engaging in a genocide war to kill all the first born of country Z (and annihilate country Z) because the prophecy says that one of them will rise to destroy him. [/QUOTE]
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How to do a doomed, "Halo Reach" type game?
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