Authoring an Omniverse Story
Phase I - Determine a Story Premise
Try to think of a story that involves multiple characters
(preferably five to ten). The story should have one or more central
plot lines running through it and these central plots should involve
each of the characters (probably in different ways).
Generally there are two approaches to the central
plot. Either all the characters are basically on the same side
(perhaps for different reasons), or some of the characters are
diametrically opposed. This latter technique creates an environment
not typically found in pen & paper role playing games. This
means the players must outwit other players not an all powerful
(but often merciful) GM.
Phase II - Create the Setting
In this phase you need to create the overall history/environment
of your world that every player should be familiar with. This
doesn't mean you have to chronicle every event since the beginning
of time, just things that would be significant to the players
understanding of the story. For example above you might want
to mention that the galaxy is locked in an intergalactic war and
that starships and light speed are common place things.
Phase III - Character Definition
Sketch out a rough background for each of the central
characters (usually each "cast" member will be given to a player
to control). The background should include not only what brought
the character to this point, but also shed some light on what
the character is like and what motivates them.
At this point it is also a good idea to begin to
invent some subplots. Subplots enhance the story and make characters
feel like they are not being forced to just complete one assignment.
For example if the central plot of your story is how a team rebels
try to overthrow an evil intergalactic emperor, you could still
have subplots that are personal to each of the players, such as "Convince
your father to return to the good side" or "Payoff a
debt before bounty hunters catch you".
Phase IV -Develop Locations
Now you need to decide how many locations your story
will involve. This doesn't have to be a large as you might think.
For example, if part of your story involved a castle, you do not
have to include every room. Often just a few rooms showing different
styles works better than say 100 bedrooms all outfitted the same.
Usually it is a good idea to sketch out how the different
locations connect to each other. You can also begin to add in
some puzzle ideas like a locked door that requires a red skull
key. Again, less is better at this point. Get a basic framework
designed and move to the next phase. You can easily come back
later and add in addition cool locations you are bound to think
of as you work through the other phases.
Phase V - Develop Objects & Minor Characters
Spice up your world by thinking of objects (swords,
rayguns, treasure, spell books, clues) that you can place at the
different locations. Also think of a few minor characters that
the Director can control and where they should be. Used effectively,
minor characters are a pivotal component of the game. They often
are the Director's best method for steering the outcome without
obviously controlling it.
Phase VI - Media Development
At this point, use your notes as a reference to create
individual web pages for each component. Ideally you should have
a page (or more) for:
- The Story Setting
- Each Character's Background
- Each Character's Description (what others will
see if they meet the character)
- Each Location, Object, & Minor Character
Descriptions.
These pages can be as elaborate as you like. They
can incorporate animated images, VRML, sounds, and anything else
your web browser supports. However, we recommend that you first
develop a basic page for each component and then go back and enhance
selected pages. It will greatly enhance the cohesive feel of your
game if you use a consistent appearance in your web pages.
Phase VII -Omniverse World Building
Once everything else is reasonably complete (at least
for the first pass) start up the OmniAuthor software and enter
in each of the components and link each to the appropriate web
page. Then modify the types and action tables to account for things
specific to your campaign. For example, make the "Unlock"
command on the secret door only work from the type "Red Skull
Key".
Phase VIII - Enjoy
Fire up the OmniHosting & Player software and play a
test game. Make sure everything works the way you expected, then
send it to your friends or post it on the Omniverse web site.
Soon the whole world may be role playing your story.
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