I have been having a very difficult time coming up with an ending that doesn't seem to much of a cliche for my survival horror board game story ending ever since 1999. The story line and game mechanics is that of zombies, paranormal encounters from real life experiences and my love for zombie movies and video games and paranormal investigations.
The game includes 9 continents. 100 different occupational premade characters that involve the citizens of the storyline. 400 real world weapons, items, accessories, transportations at the time of 1999 and through out 2001. I have done my research for each equipment. An A to Z monster list that has 30 monsters each. When I had discribed it to game players back in the day, they were interested in the storyline and game mechanics even for mentioning "Survival Horror Board Game".
So my question is with such a great beginning to a story line, I have been having such a huge difficulty trying to find a new ending of the game that isn't cliche or seems cliche. Any ideas or suggestions on going with this dilemma? Or just keep working on the board game and the prototyping phase and when the end story comes to mind just write it down?
Its a very large game that its like a D&D game but in a modern setting. The story starts in the 60's and ends up in present time of the 99's to 2000's. Do any of you think that game is an over kill of wasting so much time trying to come up with an interesting main game ending? Its not critical to finish the game in no set decade. (lol)
The first main area does start out on an island and then ventures out to the other 8 continents. Remember this was way before the game Dead Island Game franchise.
I will probably but not sure if I will do a game journal to show everyone how the game starts out. Remember it was written in 99. So some major editing is required before I put it up on the forum.
Has any one have or had this problem where they have a great idea but haven't come up with a great game ending? This is why I have moved onto my other current game projects.
Thanks for taking the time to read this post.
StormyKnight1976
Sorry for taking so long to respond
Q1: What is the story of this game?
A1: Professor losing his wife from a rare disease so he decides to freeze her to find a cure. During the years; the professor and his team work around the clock, but finding the cure and porjects were mismanaged, storaged wrong, thrown out, dumped in the ground in the mountains and surrounding districts on the island. It causes the dead to rise. The government does their best to clear out the island for the safety of the citizens, but 100 of them stay. These 100 citizens have their own stories that tie into the professor and the team and some don't. (Yes I was concidering this as a cliche storyline from Mr. Freeze in the Batman Stories. Which i Liked but I went with for the time being or meaning way to similar)
Q2: What are the mechanics in this game?
A2: Players use dice and campaign booklets.
Q3: How do players experience this world?
A3: Players will use pewter figurines on the world map and their upclose building maps and other locales as the story progresses. There will also be a storyteller or narrator to help the players discover the world? (This is what I had thought of back in 99 Similar to what D&D has as a DM)
Q4: You seem to favour simulationist play: are there different mechanics to handle different situations (similar to D&D) or are there more streamlined mechanics to determine success/failure (more of a karma or scene resolution system) that emphasizes the narrative aspects?
A4: Audio Sound and Dice System.
Q5: how are you dealing with player choice if there's going to be one big ending? Is there some kind of mechanic to railroad them into this?
A5: This is my current problem in the game.
Q6: What is the time frame for the game.
A6: 1 HOUR TO 2 HOURS
Q7: If you're including over a thousand premade elements is that for replay value or is this supposed to be a full campaign?
A7: Full campaign
Q8: What kind of investment is required in money and time before people start playing?
A8: Price to pay for the game is $40 to $50 dollars. About the same price of a D&D campaign booklet.
For the board itself: When I drew the first area out it became as large as 10 pages across and 6 pages down (6 rows) 60 pages for the city scape and 60 pages under neath for the sewer system in the city areas, subway system, and hidden areas. In the mountain in the middle of the map, there are caves and caverns and hidden cemeteries and etc. There is a railroad system that traverses. When buying the board game part itself, it will be sold in 6 parts.
And yes this game may never be made due to the shear size of the board but the experience of coming up with the game since 1999 is still there. I might just play it as a filler, um well, when ever it gets completed. haha.
The monsters will have a point sheet for players to roll dice attack.
See this game is such a mess. But I really never have played D&D back in the day. So I was going from what I liked in the zombie movie franchises and paranormal experiences and being a security officer where my posts were two different cemetery locations.