Your Design For Your First Moment

Here is what I came up with:

  1. One sentence:
    The player reaches a blockade, is stopped by the Queen’s soldiers and must bash his way through

  2. Where:
    On the outskirts of town / town gates

  3. Trying to do:
    Defeat the guards, stay alive

  4. Meaningful choice:
    Attack all guards at once or lure individuals away

  1. One sentence:
    The Player comes to an abandoned village where something strange is going on. Soldiers are present.

  2. Where:
    In a small town square

  3. Trying to do:
    Defeat the soldiers, find out what’s going on, (and stay alive)

  4. Meaningful choice:
    What angle to approach the square from, how to attack the soldiers, and whether the mystery is even worth stopping for

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Oooh, I want to know what the mystery is!

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  1. One sentence:

While scavenging for resources, player discovers ancient ruins guarded by monsters, and must find his/her way through (or around) it.

  1. Where:

Area of the Desert, not far away from clan’s temporary camp.

  1. Trying to do:

Defeat the monsters and investigate ruins or stealth by to get further into the Desert.

  1. Meaningful choice:

Attack monsters and investigate (or just fight) or try to stealth the way out.

1 Like

One Sentence:

Must get to the midwife NPC to help wife with birth, but area is dangerous and player character is hated by guards.

Where:
on outskirts of the village and village.

Trying to do:
reach the midwife, and make escort her to home.

Meaningful choice:
not really sure to be honest, but i hope i added enough variations so player don’t get bored :smiley:
fight monsters or flee i guess ? :smiley:

3 Likes

One sentence:
The player walks and encounter a peasant who said he needs help rescuing a loved ones.
He follow the peasant and start walking alongside a blood trail. After a certain point, there is
bodies lying around. The peasant turn around and the player is being ambushed with enemies coming out of the forest charging at him.

Where:
in an open area of the forest

Trying to do:
Defeat the enemies ambushing you

Meaningful choice:
Once the fight is over, spare the peasant who asked for your help to potentially gain a reward
or slay him without mercy !

1 Like

One Sentence:
Our player must approach the cart, but there are three lazy guards standing next to the cart which would overpower him if he attacked all three at once.

Where: In the center of the town.

Trying to do: Defeat the guards to get the needed key.

Meaningful choice:
You could try brute force, and you might (MIGHT) even win, but you’ll need to spend some heals (coming soon) afterwards. Or, you could get close enough to lure one at a time away from the cart. (These guards aren’t the brightest bulbs on the tree, and they don’t talk to each other much).


Oh, and watch out for the patrolling guard.

1 Like

nice added challenge with the patrolling guard :slight_smile:

  1. the player is walking through the forest, and they get attacked by two thieves. They can kill them, or leave them alive for questioning.
  2. in the forest
  3. defeat the thieves, stay alive
  4. kill them all and take their money, or leave them alive

One sentence:
The player escapes from prison and must get to the outskirts of town where his friend is waiting to rescue him.
Where:
The village square and surrounding buildings.
Trying to do:
Stay alive, get to the outskirts of town.
Meaningful choice:
Go full Rambo and fight through the square filled with guards (The most direct route), or stealthily creep through a back alley.

  1. Description: After encountering a small village where strange guards are prohibiting residents from entering the surrounding hills to hunt or retrieve their livestock, the player discovers a strange guarded entrance door in the side of a hill on the outskirts of the village.
  2. Where: Up a hill on the east side of town.
  3. Trying to do: Player desires to defeat the guards and access the entrance door.
  4. Meaningful choice: Attack all the guards at once, or lure individuals away and attack each separately, or find a way to distract the guards and sneak into the entrance.

I actually did something entirely different and got it setup to work in a second project as I had to change the level area to reflect up multiple paths.

One sentence:
Help an NPC get his jewelry box back from the bandit who stole it.

Where:
Small clearing in the mountains

Trying to do:
Catch up to the Bandit, fight him and get the jewelry box.

Meaningful choice:

  • Chase after the bandit.
    Choice 1: Take same path (slowest and bandit is likely to get away as he is slightly faster than you)
    Choice 2: Take the path shortcuts to catch up to him (faster and fight him if you get within his wire-sphere radius)
    Choice 3: Take path shortcuts and create distractions along the way to change the bandits escape path by walking into some triggers (fastest without battle - as he hits his head on a low lining branch drops jewelry box and falls off the cliff).

Can either keep jewelry box or return it to NPC for some reward or go back empty handed if choice 1 was chosen but get a followup moment for future reference.

Here is the moment I thought of:

  1. One sentence:
    The player was asked to go to the bandit camp and retrieve a stolen axe

  2. Where:
    By the forest

  3. Trying to do:
    Retrieve the axe, don’t get killed

  4. Meaningful choice:
    Avoid the bandits with a stealth approach, kill them one by one or face them all at ones

First Game Moment.

  • Bandit ambush.

  • This takes place in the black forest.

  • The player is trying to find a helpful fairy.

  • The player can either try to sneak past the bandits, fight them one at a time or (bad choice) take them all on at one.

(Noticed that I don’t have a ‘Good Wizard’ character yet, so changed to helpful fairy.)

Overview: The player reaches the outskirts of their home village, where guards are patrolling near the only entrance and must make their way through, into the village.

Location: Outskirts of the player character’s home village.

Objective: Defeat the guards and enter the village.

Meaningful choice: Attack all guards at once or lure them away and dispose of them one by one.

My moment:

  1. One sentence:
    The player has survived a gruelling battle with the enemy army, and must get to the village.
  2. Where:
    In the forest, not very far from the village.
  3. Trying to do:
    Stay alive, and kill any soldiers in your way
  4. Meaningful choice:
    At the end the player must decide whether to warn the village of the coming attack, or try and infiltrate the enemy army.

Moment design (based on a true incident that I was involved in Huntington Park California)

Overview: Player must free a kidnapped movie star.

Location: An industrial warehouse containing meth lab in Southern California

Player’s Goals: Find movie star and get her out of the warehouse while fighting level boss’s thugs

Player’s Choices: Fight thugs or lure them away to fight one at a time. Also can set meth lab on fire as a distraction, but should do it after finding movie star or else in danger of both player and star dying in fire.

  1. One Sentence:
    The player gets to town and finds it’s been taken over by the guards that are looking for him.
  2. Where:
    In the town
  3. Trying to do:
    Get through the town alive.
  4. Meaningful choice:
    Either sneak through or kill the guards.

Project Dragon (course) Moment

One sentence:
The PC comes across a village which has been occupied by a group of rogue warriors.

Where:
A small village outside the capitol.

Trying to do:
The player needs to pass the village in order to proceed with his/her quest.

Meaningful choice:
The player may choose to free the town by eliminating all the enemies or, try and get through without fighting.

Project Dungeon Crawler Moment

explains itself…ProjCompton

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