Posts Tagged ‘kickstarter’

Three DQ Adventure Kickstarter Ideas

November 4, 2011

So… I started talking about the idea in August, and now, all of a sudden, it’s November.  I haven’t been able to spend time on this the way I would like, which is the whole point of the Kickstarter (or IndieGoGo, or whatever) venture; to be able to make some financial space in order to be able to spend some time on the idea.

There wasn’t a whole lot of immediate and overwhelming support clamoring for the thing, either.  Frankly, that’s understandable.  Some guy mouthing about an adventure he’s gonna write for a long-forgotten RPG isn’t going to ring off the charts.  I like to think I’ve contributed a few things to the DragonQuest community, but that’s no big thing; I’m not an established game writer/designer.

I’ve been struggling to come up with some nice capsule descriptions of the adventure ideas I’ve been thinking about for this project, but to get a nice, tight, SPI-style intro in just a couple lines is hard.  And these are still pretty open-ended ideas.  So instead, what I’m going to do is give you the unfiltered ramble.  After all, these aren’t completed ideas, yet.  I have some pieces in mind that I’m interested in incorporating, and it’s better to put those ideas out there and see if they resonate with anyone else to move toward a project that can muster some support and interest.


The Earth Works

During the wars around the Return of Mador, nearly half a century ago, forces allied with Mador set up magical production and research facilities to provide enchanted materials for use by their forces. Sometimes, these were places that had been homes to scholars of magic. Clues found in the treasures collected from The Water Works point to the existence of another Works, this one dedicated to Earth Magics.

This would obviously be a sequel to the Water Works, but could certainly function as a free standing adventure on its own equally well. Probably this adventure would serve to introduce a few new Earth Magics spells or items of interest.

If this would be successful, this would also likely set up a following adventure or two, the Gas Works and the Fire Works (and perhaps even, the Clock Works)


The Wilderness of A—–

An old adventurer was rewarded by the local king for heroic services with the title of Baron and a grant of land off in the wilderness beyond the borders of the Kingdom. Some years later, he felt his adventuring career was at a close, and he settled in his lands and invited settlers to come and join him. The land has prospered to some extent, but it suffers from being too distant and unconnected to the Kingdom. A couple years ago, the Baron decided to construct a road through the Wilderness of A—– to connect to the Kingdom more directly.

But now, problems have arisen. Workers are disappearing and other unsettling events are keeping the road from being completed. The Baron’s people have sought to hire adventurers to travel with the surveying parties and work gangs to protect them from whatever is causing the problems and to help settle the wilderness so that the road can be completed.

This would include a map of some of the region. Not as extensive as the Frontiers of Alusia, obviously, but perhaps twice the area of the Overland Map from the Camp of Alla-Akabar and considerably more detailed. This could possibly be an adventure that would feature a new college of magic: the College of Sun Magics.

Obviously names need to be filled in here, but there are several potential naming rights opportunities for Kickstarter contributors. I see this one as perhaps something like The Enchanted Wood, with an overall arc to the adventure, and a series of capsule adventures and encounters that the GM can use for a mini-campaign of several adventures. There are also potential hooks in the new Barony that might be useful leads for further adventures.


The Coven of X—–

The general premise for this would be a power struggle going on in a coven of witches (College of Witchcraft) which the characters become caught up in. There would be an opportunity to use this with a PC witch, but probably more likely as a group of hired help serving one faction or another.

Just what is going on as a backdrop to this needs to be determined. One idea I have is that the Coven is centered in a city, and an opposing army is gathering nearby. Some of the witches are connected to the current power structure of the city, but others might have competing loyalties (though probably not overtly).

Obviously this would be an opportunity to spend some more time wit the College of Witchcraft. This would likely be far more of a character intrigue than any sort of dungeon crawl, but there would need to be locations and things going on with this, as well. Getting the PCs into the story might be a bit more difficult, but there are interesting possibilities in this.


I am, of course, very interested in any feedback about any of these ideas. I’m happy to discuss these further, and I will continue to refine these for the kickstarter kickoff (whenever that turns out to be). If there seems to be particular acclaim for one or another, rather than a divided interest among all three, that’s probably helpful in moving things along.

I’ll post about this on the DQ boards in a while, as well, so hopefully there can be some further discussion about the ideas. Even if you don’t think you’d contribute, but you have some ideas about the adventure concepts, I’m glad to hear what you think, even if it’s just to vote on which of these you think is most interesting.

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More Q&A for DQ Kickstarter Adventure

August 25, 2011

I’ve gotten a few other questions about this project, so I have some more answers about this idea.

One of the questions was whether setting the goal at the end of September would allow enough time to pull together enough support. My thinking was that I would reach most of the likely supporters just in the DQ groups, and that, in that case, it wouldn’t take much time to see whether or not there was enough support for the project. But it’s a fair question; do others of you also think that’s too short a timeline? Would it make sense to open it up through to December, and make it a 2012 project?

It was also suggested that it should be possible to contribute a smaller amount than the lowest premium level. That was my intent, as well, but I guess I didn’t state that explicitly. As with Kickstarter projects, you can contribute any amount. The premiums I outlined are a list of proposed rewards or opportunities at various levels of contribution, but if you only want to contribute $1 just to get your name in the credits, that would be fine. But only contributors at the premium levels would get advance copies; a $5 contribution would help fund the project, but wouldn’t get a copy of it until it was released for general distribution.

A couple people asked about proposed page count. I would expect it to be at least twice the size of “The Water Works,” which is 10 pages (plus the title page) without any internal artwork other than the map on the last page. So, roughly 24 pages for the adventure. If there are new rules introduced in the adventure (new college of magic, new skills, etc.) that would be in addition to that base page count.

Those figures are also for page count without art. For “Poor Brendan’s Almanac,” I used all clip art and freely usable material for the illustrations. I could certainly do that again with this project. Art is also expensive to commission, so I don’t have expectations to have a lot of custom art in the adventure. But I think there was usually not much in the way of additional art in the various SPI adventures, so this would probably be along those lines, as well. There would, of course, also be maps and diagrams as part of the adventure. I already have a volunteer to help with cartography.

Thanks for the feedback, and keep asking questions.

To Crowdsource a New DQ Adventure

June 24, 2011

Looking at things like Kickstarter, I have been thinking about seeing if there would be interest in the DQ community to support the creation of a new DQ adventure.

I’m thinking about creating something, and offering premiums and opportunities for people to help support it. People who contributed some amount will get a copy of the adventure before it is released online. A higher level of contribution would get a hardcopy. People who wanted to contribute even more could have a say in some of the creation of the adventure; for instance, if you wanted to be a supporter of the project, you could have a place from your campaign incorporated into the adventure or used as the setting, or have a PC or NPC from your campaign included in the adventure, or ask for a particular College of Magic to be incorporated into the adventure.

If there are a few people who would make a contribution to the project, I could justify taking the time to work on this. The downside to the idea is that there are only a few people playing DQ anymore, and probably only a tiny number of those who would spend money on a project like this.

I’ll probably post this idea to the DQ lists in a while, if I think I could make it work. If anyone reading this blog is a DQ fan and has comments on the idea, I’d be interested in your thoughts and feedback.