[Story] Imagine a Storyteller !

Started by Kegereneku, April 23, 2015, 06:01:38 AM

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Kegereneku



MAJOR REWORDING, due to Alpha 14 and the Scenario System.
While the feature definitely change the way this topic was originally written, the general idea is still fully relevant and I'll be explaining why Themed Storyteller would go perfectly well along.

In short :
If the Scenario System set definite rules and force or forbid events. It's the storyteller which determine which events are preferred, how many of them are allowed by time, and it can modify rules that players haven't access to or can't modify as a programmer would know.
The appeal is also to be able to be to change a story direction on the spot rather than through big menu or game files.



Abstract :
As its Developer Tynan describe it himself "Rimworld is a sci fi colony sim driven by an intelligent AI storyteller".
As such the storytelling and event are the most important parts of its dynamics.
The website also indicated(prior to Alpha11) : "we're considering other AI Storytellers, too. High population storytellers, starvation storytellers, seasonal storytellers, moody storytellers, and anything the community thinks up are all on the table."
Which will likely be a wonderful addition if Rimworld get enough events to make themed Storyteller viable.


/!\ NOTE /!\
Don't hesitate to participate.
The (revisited) objective of this topic is to determine GLOBAL THEMES that can offer as many (yet coherent) game experience as possible, without require all players to modify the game files.
The secondary goal being to make Storytellers that are also compatible with themed mods


My own suggestions assume that we will get multiple ending aside 'Spaceship Escape'.
And that we can still change storyteller during game.

Already present storyteller :
- Cassandra Classic (aims for a rising curve of challenge)
- Phoebe BasebuilderChillax (same rising challenge, but with longer calm period)
Suggestion : make her Phoebe Friendly with no bad event !
- Randy Random (chaotic, everything can happen the best or the worse)

STORYTELLERS

[Imitator/modifier]
  • CODENAME : Edison Endless
    Defining attribute : Endless game
    Description : Edison copy the style of another storyteller and have it carry on forever, rather than pushing you to leave or die.
    Options : Difficulty & Storyteller influence

  • CODENAME : Robert Robinson (reference to the author of the 'Mars' Trilogy, a family from "2001:nights stories", plus a Mars-colonization activist on the go)
    Defining attribute : High population
    Description : This storyteller will prefer events that increase population and influence a much larger numbers of colonists, it also increase the number of animals and others resources to go along.
    The Robinson are a large family, so his story tend to include a lot more colonist.

    Options : Difficulty & nominal population cap & Storyteller influence

[Gameplay-modifier]
  • CODENAME : Claire Climatic (alternative : Henry Hotel)
    Defining attribute : Climatic Apocalypse
    Description : This storyteller allow you to not only select a type of Climatic catastrophe, it will modify the (non-event) weathers setting (like duration of rains, storms and brutal temperature change).
    It would also simulating animals migrating as the temperature change.
    If events about factions asking for foods/clothes appear, it will increase their probability to fit with the context.
    (Include Fallout as well)

    Options : Type of climatic apocalypse (climate warming/cooling/alternating widely/more fallout) & max temperature change from normal

  • CODENAME : Kagunda Kikuyu reference to Kirinyaga
    Defining attribute : Low-tech Event
    Description : Regardless if you have chosen the "Lost Tribe" scenario, this storyteller will prefer non-technological Event over things like Solar Flare or Psychic drones.
    As such you can use it to create a technological colony with less Solar-Flare/drones/others without having to forbid those completely.

    Options : Difficulty

[Event-filter]
  • CODENAME : Genghis Game
    Defining attribute : Military nuts
    Description : Favor combat oriented events and 'diplomacy at barrel length' over alternatives, this storyteller will purposefully stage balanced or more challenging battle, longer fight, and prevent the generation of colonist inapt for combat.
    It will also occasionally neglect usual "event cooldown" and (for example) generate more siege than allowed normally.

    Options : Difficulty

  • CODENAME : Moody Maddox
    Defining attribute : Mood & psychic
    Description : This storyteller will gravitate more toward moods changes for your colonists. Health, relationship and psychic related events will happen more often. Interaction with visitor and other factions will be emphasized.
    Options : Difficulty

  • CODENAME : Helen Hunger
    Defining attribute : Starvation
    Description : This storyteller will aim to make food production as important/difficult as possible without straight up blighting your cultures into oblivion, crops will take longer to grow, raider and tribal will attempt to steal food, animals might also be tempted(done).
    Options : Difficulty.

  • CODENAME : Doctor Drake
    Defining attribute : Health
    Description : With him a plague is really a plague, those become (or get more) contagious and you have to set up 'Allowed Area' to prevent epidemic, the Medicine skills also take longer to increase.
    Switching to this Storyteller is ideal to simulate a sudden deadly plagues in your previously healthy colony

    Options : Difficulty

  • CODENAME : Desolate Daniel Original suggestion by mumblemumble
    Defining attribute : You versus Nature
    Description : Daniel is into being one with the land, survival, and having the grit to survive. Raids, mechanoids, traders, visitors,  and other social interactions become less preeminent, while wilderness and weather based events (and non-events) gain in importance. Daniel will force you to fear the caprice of Mother Nature more than anything else.
    Options : Difficulty

[uncategorisable]
    Declination of (~Helen + Maddox + Drake)
    • CODENAME : Gothic Gwen Inspired by Vaperius
      Defining attribute : Death happen, a lot
      Description : "Life is ephemeral, everything that live is bound to die".
      In short you'll be going through pawns and animals a lot more faster than usual, trying to keep a particular one alive will be a constant race against The Grim Reaper.

      Options : Difficulty & whether or not a Grim Reaper appear aside characters near-death


    • CODENAME : Null Nero
      Defining attribute : Nothing ever happen
      Description : The only event that happen will do so in a purely inconsequential self-defeating manner, Nothing ever happen.
      Options : Difficulty Nothing ever happen


    • CODENAME : Tony Troller (Inspired from som "smartbombradio", shared by b0rsuk here)
      Defining attribute : Want you to rage quit
      Description : Tony's story elevate Trolling to the level of Art. But simply killing colonist or destroying your colony is no Art, neither is spamming bad event. No, no.
      Instead he will even be generous, for there is no rage if there was no Hope. He will watch you prosper... only to have your costliest stuff burn in a suspiciously precise fire accident. He will send you visitors... hundred of them with enough beast to eat everything you left (un)checked. He will send you easy raid, only for you to lose power at the most inopportune moment. You will be able to rescue extremely talented colonist... armless. You will loot a lot... during a rainy storm FALLOUT. You will see trader... just before a Raid or berserk animals kill and rob them. He will watch you accommodate to a frozen tundra... just as it become a burning desert.

      ""whenever you find a cheap behavior, a terrible idea, something that player's DESPISE but you as the dev love, give it to charlie.""


Note:
Events suggestion here
Game Ending suggestion here[/list]
"Sam Starfall joined your colony"
"Sam Starfall left your colony with all your valuable"
-------
Write an Event
[Story] Write an ending ! (endless included)
[Story] Imagine a Storyteller !

lewinthistle

Quite interesting options. Some of them look like they'd be easy to make, and some of them look harder.

Play2Jens

I really like the Genghis Game concept and would love to see it implemented into the game. Raids would be more frequent and start sooner. But then again the game should help you more often by giving your free stuff and less negative events

Regret

CODENAME : Monolith Magnus
Defining attribute : There is an Indestructible Monolith in the centre of the map.
Description :
  Magnus has a lot more psychic events, all coming from the monolith.
  Research has only 1 subject: Study the Monolith, results are randomly selected from the regular list of research subjects. Adding more research subjects would be awesome. Make several of them just messages: "You've figured out how to calculate Pi faster, congratulations!" or "All animals on Rimworld are the result of a mad scientist splicing his own human DNA into them in a bid for immortality. It sorta worked, all animals have his memories and personality but the mental skills of their bodies. Obviously, this makes them very sad. Also, it makes sex very disconcerting for them."
  The Monolith attracts Pilgrims, a special subset of visitors who come to the Monolith to leave offerings, killing any of the Pilgrims causes their Faction to declare holy war. The holy war raids never give up and are twice as big.

Toggle

I'm taking this from here which is an ironman suggestions thread, from my reply #6.

Quote from: Z0MBIE2 on July 15, 2015, 09:30:06 AM
An ironman storyteller, lets combine what people in this thread have said. Only one slave slot and it autosaves, saves on exit too. There is only medium, hard, and extreme (If those are the correct 3 highest difficulties), possibly only the two hardest. You're stuck on this storyteller, and you can only make the gamemode more difficult. Either there's small options, so you can randomize all 3 colonists at once only, can't randomize one, and then you can either pick "High - Low" for the area on the world, or no options, both are completely randomized. You cannot land in the middle area of the planet, and there's a minimum of heat for the bottom area and cold for the top. This would be a great mod, dunno about in the game. Maybe just an ironman optional mode you select while creating a colony, which randomizes your colonists, your location anywhere on the map, and the autosave feature. It's ironman mode, not randy random ultra extreme, so everything wont be random.
Selling broken colonist souls for two thousand gold. Accepting cash or credit.

JesterBlue

CODENAME : Korny Karnage
Defining attribute : Blood for Korn
Description : Korn is inderence about non combat or trivial strife, and hate psychic inteference, less psychic event, less event, less trade except combat weapon and slaver, less raider appear but then they do, it's usually with long warning and several factions at the same time. After an EPIC battle, player are rewarded with a long peace period, trade, lots of drop pods and new colonist joining. Corn will never be blighted.
Options : Population & raid.

Chaotic Skies

CODENAME : WICKED
Defining attribute : The Maze
Description : WICKED put you in this maze, and no one knows where the exit is, or where those raiders keep coming from; all you know is that it's a maze, full of mechanoids, and you're in the middle.
Options : Size of central space, difficulty
Challenges: Limited growing and construction zones, and possibilty of early mech attack;

although this may be better suited for a new biome, I like my references :)
Farewell and Thanks for the Fish.

Toggle

Quote from: Chaotic Skies on December 01, 2015, 10:25:44 PM
CODENAME : WICKED
Defining attribute : The Maze
Description : WICKED put you in this maze, and no one knows where the exit is, or where those raiders keep coming from; all you know is that it's a maze, full of mechanoids, and you're in the middle.
Options : Size of central space, difficulty
Challenges: Limited growing and construction zones, and possibilty of early mech attack;

although this may be better suited for a new biome, I like my references :)

Wow, that's a thread bump... It's been quite some time. For your suggestion though, maze-runner fan? Because that's pretty much a copy of it, and it's not the best to copy their idea and put it into the main game. A mod? Sure, but not really main.

It also really wouldn't work out at all for the game.
Selling broken colonist souls for two thousand gold. Accepting cash or credit.

Kajin

#8
CODENAME: Tammy Turnover
Defining Attribute: High Colonist Turnover
Description: Colonists are far easier to acquire. Captured pawns are recruited more readily and slaves are more frequently on sale at cheaper prices. Everyone is also far more likely to die. Wounds bleed out faster. Infections become progressively worse at a more rapid rate when left untreated. Debilitating injuries happen more frequently, Raids/attacks are almost a weekly event at minimum.

willow512

I see some great ideas here...

I would like to see the story teller model expanded with conditional responses. And then see what you guys can come up with...

Like if the player has a lot of food, send neighboring colonies to attempt to trade for it or steal it. If you're poor and a rich settlement is nearby, let the settlers give you stuff out of pity. If you've got a lot of weapons and thus are powerful, get more refugees try to join you. If you're not nice to people, let them send in more soldiers. If you start producing a forbidden item, get the attention of law enforcement which are way more powerful...

And some new events, a meteor strike which deposits raw material but destroys the impact site. Orbital bombardments which just destroys a section of map. Your base might be below there, everything deep enough inside a mountain is immune to that. Wanderers that settle on your map. Similar to the mortar crew, but not hostile, they can eventually be convinced to join your group, or just co-habitate. They will kill some animals, and grow some crops.. Solar radiation waves. Not only is electicity down, it's also not safe outside.

MeowRailroad

Nick Ophtime (say it out loud)

As all your colonists bleed and burn on the ground, 2 visitors join at the same time with decent medical skill. As you colony starves, 2-3 drop pods with lots of food come within 5 real minutes of each other. A trader accidentally releases a drop pod from their ship and it contains an R-4 charge rifle just before a raid occurs.
Quote from: Tynan on December 02, 2016, 05:24:06 PM
This is like being in a remote fishing town in Libera and asking, "Why can't I just pay one of the fishermen $10 to take me back to Los Angeles?"

LittleGreenStone

Well, I don't see it happening, but...

Spartacus Special! (or whatever)

A "mini game", where you would be given;

much more starting resources (or even a randomly generated / pre-built base),
more pawns (or the ability to buy / request more pawns)
with better stats,
and based on the chosen difficulty, a certain type of unit would constantly try to take you out, on a daily basis or more frequently.
On minimum difficulty; cavemen for example, on maximum; dem mechanoids.

All the story-tellers are pretty much the same, you start building and you face hardships. It'd be great if there was a different kind of game mode where you just pick an opponent type, and fight until overrun or something, in 10-30 minutes.

Kegereneku

Okay, time to reupdate this thread. Because it is criminal to just use the storyteller as some sort of difficulty setting.

WHERE IS THE STORY ?! Is there really any difference between them if the only things that change is the difficulty ?

Later I might necro update those two other threads too, but I don't want to spam.
Events suggestion here
Storyteller suggestion here
"Sam Starfall joined your colony"
"Sam Starfall left your colony with all your valuable"
-------
Write an Event
[Story] Write an ending ! (endless included)
[Story] Imagine a Storyteller !

mumblemumble

#13
Desolate Daniel
Uses non combative means to influence your colony, focuses on nature

Daniel is very much into being one with the land,  survival,  and having the grit to survive.  Raids,  mechanoids,  traders,  visitors,  and other social interactions become rather rare,  while wilderness and weather based events are much more frequent. Daniel will force you to live off the land,  and adapt to mother nature's rules,  or let the wilderness and harsh weather overcome you.

Homebody Herman
Less likely for outward events like raids or weather,  more likely for drama inside the colony walls.

Herman cares more about people,  interactions,  and towns than silly raids,  or world events. Stuff relating to the colony like marriage,  repair problems,  electrical issue,  fights and prison breaks become more frequent, more likely for a colony to destroy itself from within,  rather than destroyed from am outside force.
Why to people worry about following their heart? Its lodged in your chest, you won't accidentally leave it behind.

-----

Its bad because reasons, and if you don't know the reasons, you are horrible. You cannot ask what the reasons are or else you doubt it. But the reasons are irrefutable. Logic.

Nofear001

Why are these not in the game yet?!
+1