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[Workshop] Campaign Development

Posted: Thu Aug 20, 2009 7:24 pm
by GnaReffotsirk
Hi guys. As promised, we're here to start our very first community project. We'll start small, and proceed at a pace we'll find ourselves in. We will take our time, and welcome anyone who wishes to join in.

Anyone may come and go as they please, and will be credited for their involvement. What is vital though is the sincerity of intention to help build this project to completion.

If we can, we'll go for one sequence, if not, probably start with just one scene.


CONCEPT

It's like a workshop of the sort, open to anyone interested, where they can contribute and choose to stay throughout the discussions and polls, or take their time and watch things progress and come back later, should they choose to.

We will take small steps, one item at a time. We either mix our inputs, choose one, or create a whole new thing from our contributions, but all throughout this process of filtering and building, we all decide what those specific items are going to be.

We'll start from conceptualizing a story, first without concerning ourselves with storytelling, and move on to deciding about missions, designing them, and then to evaluation of these drafts, formulating expectations and possible results, then develop further if we find there's a need for more tweaking.

This may sound exhausting at a glance, but we're going to free ourselves and take this one at a pace we'd find necessary for every issue we're going to face through the process.

What we need the most is flexibility, adaptability, and the ability to be objective about things. It is advised that any idea that may be special to anyone should not be thrown into the mix. This will buy us the liberty to tweak, pound, and grind, tear apart anything we'll be putting in.

Things will go smoothly, with each one's help.


PROCESS and GOAL

Now, we have all seen how discussions about one issue can go. Sometimes they never end. We see things differently as our minds take influence, we shift moods, establish internal motivations, even shift perspective, etc. Nothing can be nailed down, and everything is up in the air. There are lots of uses for this kind of thing, but we're going to have to need something without risking exhaustion.

As "co-creators", we are going to need a process where we can produce something we can use.

Therefore, though we may need to tweak this depending on the circumstances, each input from one participant will have to be his/her final input. So, we each need the time to ponder over what we want to contribute, and strengthen it before posting.

What happens after is we either choose only one, do a poll, or combine what we have into one item.

We'll have to move forward to the next step after, letting go of what could have been, and start conceptualizing from what we have chosen. Pressing on, without looking back kind of thing. Easy to do if we start without getting too personal with what we contribute.

Not to worry though, as we will be very specific as to what we're going to tackle.


GETTING STARTED

We're going to need a story for our campaign. First let's start with an idea. Let's keep it short, and sharp. Next, we're going to choose or mix, then define some characters.

We're going to need a drink from this advice to proceed without creating too many obstructions along the way: "Each person should be receptive and encourage the other to approach rather than trying to dominate."

Okay, to start with, here's one input:

It's about: A young Terran with intense psionic potential found in a cryo-chamber within the wreckage of a UED ship.

Re: [Workshop] Campaign Development

Posted: Thu Aug 20, 2009 7:56 pm
by Rocco
Character : You always need that asshole, gets it done type high ranking officer, ex: Duke.

Re: [Workshop] Campaign Development

Posted: Thu Aug 20, 2009 10:59 pm
by thebrowncloud
Krazy wrote: Part of his psionic power is that when he comes into physical contact with an area, he can see images of that area's past.

As he awakens from stasis, he sees fragments of his former crewmates lives, whenever he comes near a dead body.  He sees:  -- reports from the UED expedition -- the ship being attacked  -- the ship crashing. 

That's when he meets... [insert plothook here]
To add, this ghost is actually older and has had his memory wiped/has amnesia and doesn't know much about his past, but these details come back to him periodically upon contact with certain items, people, etc.

And no offense, but psychics can't see the past unless there is another person's mind involved. Not even protoss can do what you suggest. If they could, the Dark Templar Saga would have no plot.  :-\

Should I be looking for ideas to be through the perspective of a single group, or are we going to have multiple playable factions? This might not be the easiest question to answer this early, but if I know, it will make ideas a lot easier to come by for me.  :)
Rocco wrote: Character : You always need that asshole, gets it done type high ranking officer, ex: Duke.
Perhaps the leader of the faction that finds this psychic?

For a change, I think we should have the psychic not officially be a ghost, just someone who can fight, but has not (or at least no memory) of being in a program. It's Jason Bourne-esque, but if we play it right, it could be unique.

EDIT: Also, timeframe? I'm assuming that since it would be in a wrecked UED ship that it would be either during or after BW. A new thought on the ghost idea: Since there have been confirmed to be differences between the Dominion Ghost Program and the Umojan one, then perhaps there would be some differences for the UED one as well. We could explore some of that.

Sorry, I'm getting a little ahead of myself. :-\

Re: [Workshop] Campaign Development

Posted: Fri Aug 21, 2009 12:22 am
by Maglok
This sounds like a lot of plot in one character. Let's have two. Since this character would wake up alone, it would be hard to write any dialogue. Let's introduce a second character and shift some of that plot to this secondary char. Which can then be talked to, thus informing the viewer of what is going on.

As a bonus it can be from the perspective of the first character and the 2nd character might have info the player does not know of (yet).

Re: [Workshop] Campaign Development

Posted: Fri Aug 21, 2009 12:57 am
by Rocco
Rocco wrote: Character : You always need that asshole, gets it done type high ranking officer, ex: Duke.
Perhaps the leader of the faction that finds this psychic?

For a change, I think we should have the psychic not officially be a ghost, just someone who can fight, but has not (or at least no memory) of being in a program. It's Jason Bourne-esque, but if we play it right, it could be unique.

EDIT: Also, timeframe? I'm assuming that since it would be in a wrecked UED ship that it would be either during or after BW. A new thought on the ghost idea: Since there have been confirmed to be differences between the Dominion Ghost Program and the Umojan one, then perhaps there would be some differences for the UED one as well. We could explore some of that.

Sorry, I'm getting a little ahead of myself. :-\

[/quote]

Or the guy who thinks psychics are freaks, unequal.

Re: [Workshop] Campaign Development

Posted: Fri Aug 21, 2009 1:52 am
by Maglok
"Who touches stacy!? WHO TOUCHED MY GUN!?" :P

Ah, but mabye he could also just play dumb. If a group finds him and the other cryo guy it could turn out down the line that Mr. Dumb was behind it all anyway. ;)

Re: [Workshop] Campaign Development

Posted: Fri Aug 21, 2009 2:03 am
by Legion
thebrowncloud wrote:
EDIT: Also, timeframe? I'm assuming that since it would be in a wrecked UED ship that it would be either during or after BW. A new thought on the ghost idea: Since there have been confirmed to be differences between the Dominion Ghost Program and the Umojan one, then perhaps there would be some differences for the UED one as well. We could explore some of that.
I was always kind of surprised the UED had the exact same Ghosts as the Koprulu factions. Of course the main reason for this is, I guess, balance. Same with protoss factions. If you wanted to really portray a dark templar faction, you have to take out half the units.

I'd love to see the differences between Koprulu ghosts and earthborn ghosts explored somehow.

Re: [Workshop] Campaign Development

Posted: Fri Aug 21, 2009 9:23 am
by Thalraxal
BadManners! wrote:
thebrowncloud wrote:
EDIT: Also, timeframe? I'm assuming that since it would be in a wrecked UED ship that it would be either during or after BW. A new thought on the ghost idea: Since there have been confirmed to be differences between the Dominion Ghost Program and the Umojan one, then perhaps there would be some differences for the UED one as well. We could explore some of that.
I was always kind of surprised the UED had the exact same Ghosts as the Koprulu factions. Of course the main reason for this is, I guess, balance. Same with protoss factions. If you wanted to really portray a dark templar faction, you have to take out half the units.

I'd love to see the differences between Koprulu ghosts and earthborn ghosts explored somehow.
Off topic, somewhat, but I would have loved to have seen the UED developed as a different faction than the Korprulu Terrans, although undertand why they didn't bother doing that for just an expansion.  I'm hoping they do a UED NPC race in SC2 like WC3's Naga. 

Still, I wonder if Earth even has anything really comparable to the Korprulu Ghosts.  The exiles who ended up in the Korprulu sector were mostly genetically enhanced, cyborgs and other 'not pure' humans.  It'd make sense to me if Earth Humans was way behind in the psionics department compared to the Korprulu Terrans because of that.

Re: [Workshop] Campaign Development

Posted: Fri Aug 21, 2009 12:13 pm
by thebrowncloud
Krazy wrote: I feel like the second character should be a gruff, rough-and-ready 'firebat-sort' of character, someone who has been able to survive on their own on the ship for some time (the last other survivor of the ship).  A somewhat stupid man; a reject of the more subversive/intellectual main force of the UED; someone who sees the death of the rest of the ship as something that inhibits him, rather than mourning their deaths. 

The type of man who names his flamethrower "George Foreman."
I think that making this guy similar to an "I am Legend" or "Castaway" style would be really cool. Like he is stranded by himself on whatever planet the ship crashed on and just sort of lives off of what he finds in the ship and protects himself from the outside world. Over time, he discovers more and more about the ship and eventaully stumbles upon the psychic, but isn't sure what to do from there, etc. etc.
Thalraxal wrote:
BadManners! wrote: I was always kind of surprised the UED had the exact same Ghosts as the Koprulu factions. Of course the main reason for this is, I guess, balance. Same with protoss factions. If you wanted to really portray a dark templar faction, you have to take out half the units.

I'd love to see the differences between Koprulu ghosts and earthborn ghosts explored somehow.
Off topic, somewhat, but I would have loved to have seen the UED developed as a different faction than the Korprulu Terrans, although undertand why they didn't bother doing that for just an expansion.  I'm hoping they do a UED NPC race in SC2 like WC3's Naga. 

Still, I wonder if Earth even has anything really comparable to the Korprulu Ghosts.  The exiles who ended up in the Korprulu sector were mostly genetically enhanced, cyborgs and other 'not pure' humans.  It'd make sense to me if Earth Humans was way behind in the psionics department compared to the Korprulu Terrans because of that.
As well they should have. The Koprulu Ghost Program was around since 2481 and had much more time to develop than the Earth one, which most likely didn't start until 2499 at the earliest (that's the year the UED reorganized from the United Powers League, who were extremely against psychics and "unnatural" humans)
Rocco wrote: Or the guy who thinks psychics are freaks, unequal.

I like it. That stereotype wasn't explored nearly enough in any SC media. The most prominent I've ever seen it was in the Frontline story "Weapon of War" and even that wasn't very much. We should totally go with this idea. Nice!  ;)
Krazy wrote: Maybe he's not a straight psionic, but instead is like a paranormal psychic.  "Medium meets the bourne identity" seems like it has potential to me, but I am just shooting from the hip here.
Could be..... We could pull it off where the UED found something while they were in the Koprulu Sector (or even something from one of their core colonies in the Centari system or something like that) that affects ghost behavior and capabilities. It could be kinda like terrazine gas, but doesn't change everything they are; just able to relate to things in a geological perspective or something. It's abstract and not completely stretching the boundaries.... Thoughts?

Re: [Workshop] Campaign Development

Posted: Fri Aug 21, 2009 1:48 pm
by Pr0nogo
I don't have the time to really input intelligently, but I'd love to contribute.

Glad to see someone's trying to get a workshop together! My old one disbanded a few months ago after the leads moved to a college dorm.

Re: [Workshop] Campaign Development

Posted: Fri Aug 21, 2009 5:34 pm
by thebrowncloud
Krazy wrote:
thebrowncloud wrote: Could be..... We could pull it off where the UED found something while they were in the Koprulu Sector (or even something from one of their core colonies in the Centari system or something like that) that affects ghost behavior and capabilities. It could be kinda like terrazine gas, but doesn't change everything they are; just able to relate to things in a geological perspective or something. It's abstract and not completely stretching the boundaries.... Thoughts?

Sounds good to me.  Hell, maybe even secret Xel'naga technology that Centari found on Mars ;)
I was thinking along the lines of something natural. Terrazine gas clearly isn't natural if the loyalties of the spectres instantly sway (unless the "true masters" are a universal hallucination, but they most likely aren't). This would be something they find that occured naturally and responds to psionic powers. If anyone here has read "Do No Harm" in Frontline Vol. 3, it would be like the Alavash flower, a plant that is capable of sensing feelings and responding to psionic energy.

Also, the Centauri systems are seperate solar systems, not a database of sorts. The three systems are Alpha Centauri, Beta Centauri, and Proxima Centauri. But Mars would be an interesting place for them to find the natural substance. Also a really easy place to make maps for (dessert with primarily dirt terrain and some sand here and there).

I think the faction that finds the UED ship shouldn't be Dominion, but rather KMC or Umojan. I'm leaning more towards Umojan, though, considering all the KMC has ever been interested in is money. Thoughts?

Sorry if I'm going too fast or something. I tend to throw out all the ideas I get as I come to them. It's kinda how I like to work with stories.  :-\

EDIT: Along with the Umoja idea, maybe the Dominion could send some of their own forces or a mercenary band to try and retrieve the psychic?

Re: [Workshop] Campaign Development

Posted: Fri Aug 21, 2009 6:00 pm
by Thalraxal
I whole heartedly support using the Umojans, poor guys never get any spotlight. :(

But if you do, you need to use Aqua as their team colour.

Re: [Workshop] Campaign Development

Posted: Fri Aug 21, 2009 7:16 pm
by thebrowncloud
Krazy wrote:
Thalraxal wrote: I whole heartedly support using the Umojans, poor guys never get any spotlight. :(

But if you do, you need to use Aqua as their team colour.

What are you talking about?  They had the whole of Aeon of the Hawk dedicated to them.

But the KMC really is kinda overdone (plus they now make me think of the stupid Star Wars prequels). 

What about the Alliance?  No one really knows what became of them after Raynor went off to lead the Raynor's Raiders.  And they are similar to the Umojans. 
I think he meant in official SC media (?)

Anyway, we might be able to use the Alliance. The only real source we have on them is the SC Alternity game, though, which I have never seen and (personally) I consider their existence "borderline" official. However that is also the only source of a mutate ever actually existing, so me to consider them that official and be skeptical about the Alliance is hypocritical on my part.  :-\

I'm willing to consider anything, so I'll pretty much let you guys decide and throw my input in when we are closer to a final decision on that.

Re: [Workshop] Campaign Development

Posted: Fri Aug 21, 2009 8:01 pm
by thebrowncloud
Krazy wrote: Now we need some more immediate conflict.
 
First sub-mission:

The ship is crashed on a planet without breathable O2.  The armory is currently sealed, and that would house the breathing tanks.  Alternatively, if they were more ambitious, they could restore the life support systems on the ship. 

George Foreman has a working tank, but now that Amnesiac is out of stasis, he is going to need one too. 

The Armory is blocked.  To get to it, they need to get Tool X.

Alternatively, the Life Support System is damaged.  To fix it, they need Part Y.

Unfortunately, there is [insert something here] standing in the way, blocking them.

I'm imagining that the [insert something here] conflict will lead into the next section.  Zerg have infested the ship?  Pirates?  Some new life form?  Burning containers?  Ninja werewolf vampire zombies?

I'm veering toward pirates at the moment.  That would allow the duke-yells-at-people-to-get-stuff-done character to be introduced, but since he'll be a pirate he won't seem like just a duke clone.
I like the pirates idea as well, but I think they should just be someone else trying to get the psychic as well (maybe.... perhaps they just want to pillage the ship and find the psychic and decide they want him to). One suitable faction would be the Kimeran Pirates (whether or not they were completely destroyed after Infested Stukov hired mercenaries to wipe them out is still debatable). That would give us four characters to use for them: Captain Buzan (their apparent leader), Twitch and Manic (ghost operatives), and Velichek (the inventor of the team). Plus, depending on when we decide to base this thing, Morik the mutate would also be among them.

I think the duke-like character should still be with the Umojans or whoever does end up getting him. This is starting to sound sort of like a campaign version of DTS, but without the protoss or zerg (so far).

Re: [Workshop] Campaign Development

Posted: Fri Aug 21, 2009 8:49 pm
by Pr0nogo
Hmm. I think either Kerrigan or Duran (or both) should be after said Psychic (to introduce the Zerg in a way other than "D'oh, Zergs are here but they weren't on our sensors; that's okay we can still have them in the campaign because no campaign is complete without some Zerg menace").

Speaking of Duran, how much/will he be involved in the campaign?
Same question asked for both Kerrigan and Zeratul (and of course Raynor).

Hell, why not Mengsk? He might not be chasing our little protagonist, but he sure as hell can help/hinder him later on.

Also, where did they crash? Is it a planet we know of from past campaigns, or is it a completely new area? What tileset? What natural/unnatural species live(s) there? Is the/are said species hostile or helpful? Are they neutral?

Furthermore, if said pirates are raiding the ship, do they belong to a species living on the planet? Are they under attack by someone else and are only perceived as pirates, but are really just trying to take cover and hide?

There's a lot of stuff to consider, and a lot of new things to explore, but I'd like to see if anyone's interested in adding in a new character.

Say they meet Zergs at some point.

Disgusting as it might be (for the psychic), the only way to stand a chance against a Zerg force is to ally with other Zerg (renegades, etc.). One of the leaders of said other Zerg would be a Terran/Zerg hybrid named Rortrasz (or Zydrail, take your pick). Not sure what unit he'd be, but we aren't concerned with gameplay mechanics; only the story.
This hybrid would have been created by either Duran or the Confederacy (when it was still active) and has sworn revenge on his maker. To do this, however, he must first destroy the Zerg force preventing him from traveling in space (basically keeping Rortrasz/Zydrail grounded). So he sides with the psychic because he knows the psychic can be of use in the coming battle (and maybe he's a recurring character/companion to the psychic).

What do you guys think? I think it's a bit late, but I'm finally making good on my promise and finishing up the alpha version of ye old RPG map I posted in here like a year ago. =P