@tragedyjones said in Sin City Chronicles:
- Is this going to be a sandbox environment or are you thinking to focus on narrating a longer arc (or arcs) of metaplot?
For #2 - Yes, I am working on that as part of the main reason to even be doing this again.
Yes what?
@Tempest said in Sin City Chronicles:
It seems incredibly unlikely you're going to BE ABLE to put much effort into a metaplot, when your advertising post for the game is "We've got every splat you could ever want! And we're going to stay true to the theme of all of them!"
Why not wait until something fails though? I don't mean to jump down your throat here but... well, we've already seen "this can't possible ever work"... work just fine once someone put it in play.
For example someone told those Fear and Loathing guys their idea to offer high-end PCs playable out of XPs would never work and would get abused after they had already done so and it wasn't getting abused.
We're all jaded around here, it comes with the territory, but let's give some consideration at least to the vague possibility something might not fail just because it's ambitious or new?
With 6 or 7 or more splats, there is no way this ends up being anything other than another sandbox.
I'm 90% certain (I've done the math) this would come down to the implementation, not the scope. If enough work and creativity is poured into it why would it fail? There's no reason actually for these separate moving pieces to be connected; TJ never claimed they would be linked.
In fact one of the big things I agree with @surreality about is that the big game-wide central metaplot idea is probably a bad one. Seasonal smaller arcs are far more manageable, modular, and have the fundamental advantage that if you don't like the current story then well... in a couple of months it'll run its course, then you can get onto something new.
Like they do on TV shows, you know? True Blood didn't have the same villain every year.