Dear Travellers,
How does an RPG look when there is no linear questing? Weve often talked about how the narrative experience of Book of Travels is different from traditional and classic RPGs, and today Im going to paint a clearer picture of how the game is designed so that you, the player, will go on a story journey thats unlike any other.
Rare encounters
Book of Travels takes much inspiration from tabletop roleplay games and live action roleplay, each of which evolve story experiences from the beats of randomly generated scenarios. Readers who have ever LARPed, who like to roleplay or whove ever taken part in immersive theatre will know the feeling of being
captivated by a stumbled-upon dramatic event. This can be even more special when encountered with only a friend or compadre, and perhaps better still as a singular and solitary audience. Scenarios in Book of Travels are threaded throughout the game world in such a way that players will not share a common set of experiences, and theres a chance that youll experience a scenario which is so rare that
you could just be its only witness.
The personal pattern of your journey
Scenarios which are less rare may still be encountered by only a few Travellers who, having taken their own path and honed their own world view, will interpret them in that light. Other experiences will be more common, but
whatever kinds of encounters you have, their course and pattern will emerge from the choices you make on the road. Since there is no linear plot through which to advance, Travellers will instead come across many story strands to weave together along the way, but not every player will hold the same threads. Essentially
your exploration of Braided Shore will be entirely different from that of any other Traveller and your adventure will take a shape that's all its own.
Shifting events in a living world
Should you tell another Traveller about an exciting moment, they should know that they wont be able to recreate that experience - events in the game are not static and cannot be depended upon in terms of gameworld time-and-space. In many ways they comprise
a vast and eternally shifting collection of encounters that together form the body and soul of Braided Shore.
Shaping chapters
One of the advantages of making a PC game based on Steam is that it allows us to listen to players opinions, so over the course of
Chapter Zero well be reading and
absorbing your responses as well as using game data to observe how Travellers are experiencing and responding to the world and its stories. This insight is something we are really excited to explore, since well be able to respond to the marks that you leave and the tracks you make to craft Chapter One, which we think will help us make it a
much richer experience.
Thank you so much for being with us - were unbelievably only six weeks away from our
launch date of August 9th! Wed love to hear what you think about our narrative design in the comments section below where our Narrative and Game Designers Dennis, Andreas and Beta will drop in and answer your questions. What gaming story experiences have made great memories for you? We'd love to know!
Best Wishes,
Helen & the Dev Team xx
https://store.steampowered.com/app/1152340/Book_of_Travels/
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Revealing the Early Access World
Later this year
Book of Travels will be available for Early Access on Steam. In
Chapter Zero parts of the
Braided Shore will be open, and among the places to visit is the gem of the region
the city of Kasa. Read more
here.
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[ 2021-06-29 16:17:55 CET ] [ Original post ]