Hulk'O'Saurus
Still Mildly Glowing
A post-apocalyptic role playing game, to be precise.
Describe to us one aspect of that game. It can either be a character and their personal development. Or it can be the overall plot of the game. Or perhaps even a long quest with a few surprises for the player. Maybe even part of the combat mechanics.
Get creative!
I will start:
For convenience I will name this character Josh, although something with Latin origin may be more suitable in the end.
Josh was an anesthesiologist in late training before the bombs fell. His background - a rich multimillionaire family with a castle of a house in an upper-class neighborhood. His father traveled frequently to consult some of the biggest corporations out there. Generally a silent man, his military-esque manner of behavior stood out. His mother was the perfect modern, all-achieving house wive - with PhD in psychology, two younger kids, and seemingly no end of social activity connected with the town's community. On the fateful day he was at home after a night shift giving attention to his several-months-old baby. His respected and beloved wife was there, as well.
Josh is now fifty five years old. Roughly thirty years have passed since the day that inadvertently marked a new era in human history. Every connection he had to the old world is gone. His family, mother and father, siblings... all perished in the events that followed. Even his high profile scientific knowledge did him little good. He could not recreate the medical practices he was familiar with in the years after the fateful day. Try as he might he saw a lot of death he could do little to prevent.
Those early years of the new era left a heavy impression on his psyche, and later he saw fit to turn to different methods of healing. He was scraping whatever bits of knowledge he could find. But not of the late industrial period. Instead Roman military medicine, Arab practices, tribal knowledge - all of these were helping him alleviate pain and combat disease in a way he never imagined possible. He started paying attention to how the psychological well-being of people imparted on their health, and considering the circumstances, he was in no short supply.
Josh's interactive height with the player comes later on, when the player learns that Josh had staged an attack on the player character's village. To be precise - Josh had misinformed a raiding band of thugs in believing that can safely assault the village, and also made sure that certain inhabitants of the village were made vulnerable during the attack. Josh sees these certain inhabitants of the village as a non-contributing factor, people who do more ill than good. He believes that he is eradicating two evils with a single shot. The village will prosper doubly more without the raiders being present, as well as these 'socially-accepted parasites.' One such person is the mother of a companion of the player character, who, according to Josh, is severely impairing the ability for said companion's development. Josh sees it fit for her to better not exist. He believes it's ultimately good for the player character, because said companion will only grow stronger in turn. That could be connected with a quest for said companion. Despite the deed, Josh is using his skill and knowledge to heal the wounded survivors of the attack.
Describe to us one aspect of that game. It can either be a character and their personal development. Or it can be the overall plot of the game. Or perhaps even a long quest with a few surprises for the player. Maybe even part of the combat mechanics.
Get creative!
I will start:
For convenience I will name this character Josh, although something with Latin origin may be more suitable in the end.
Josh was an anesthesiologist in late training before the bombs fell. His background - a rich multimillionaire family with a castle of a house in an upper-class neighborhood. His father traveled frequently to consult some of the biggest corporations out there. Generally a silent man, his military-esque manner of behavior stood out. His mother was the perfect modern, all-achieving house wive - with PhD in psychology, two younger kids, and seemingly no end of social activity connected with the town's community. On the fateful day he was at home after a night shift giving attention to his several-months-old baby. His respected and beloved wife was there, as well.
Josh is now fifty five years old. Roughly thirty years have passed since the day that inadvertently marked a new era in human history. Every connection he had to the old world is gone. His family, mother and father, siblings... all perished in the events that followed. Even his high profile scientific knowledge did him little good. He could not recreate the medical practices he was familiar with in the years after the fateful day. Try as he might he saw a lot of death he could do little to prevent.
Those early years of the new era left a heavy impression on his psyche, and later he saw fit to turn to different methods of healing. He was scraping whatever bits of knowledge he could find. But not of the late industrial period. Instead Roman military medicine, Arab practices, tribal knowledge - all of these were helping him alleviate pain and combat disease in a way he never imagined possible. He started paying attention to how the psychological well-being of people imparted on their health, and considering the circumstances, he was in no short supply.
Josh's interactive height with the player comes later on, when the player learns that Josh had staged an attack on the player character's village. To be precise - Josh had misinformed a raiding band of thugs in believing that can safely assault the village, and also made sure that certain inhabitants of the village were made vulnerable during the attack. Josh sees these certain inhabitants of the village as a non-contributing factor, people who do more ill than good. He believes that he is eradicating two evils with a single shot. The village will prosper doubly more without the raiders being present, as well as these 'socially-accepted parasites.' One such person is the mother of a companion of the player character, who, according to Josh, is severely impairing the ability for said companion's development. Josh sees it fit for her to better not exist. He believes it's ultimately good for the player character, because said companion will only grow stronger in turn. That could be connected with a quest for said companion. Despite the deed, Josh is using his skill and knowledge to heal the wounded survivors of the attack.