The core principle of the game is that choices matter and anything is possible to change. Players cannot make their own characters in the sense of choosing perks or flaws beforehand. These traits will be established by choices that they make in game, and any part of their background from name to personal history could change in a blink of the eye. The premise revolves around a curse that falls on a small rural community in present day that is slowly being warped into a community of anime characters. Only the player characters and the person who cast the curse in the first place will be able to see the curses affects and remember their previous lives. The player characters will be able to affect how the curse plays out by the decisions they make and the bonds the make with the myriads of NPCs. The curse spreads like a virus from person to person so people effected by the curse should not meet the normal populace. Not that they can leave in the first place at least at the beginning. All player characters will be sophomores at the local high school as they attempt to solve the mystery of the curse, stop it from spreading over the globe as well as the hidden bad guy. That or will they simply aid the spiral of insanity to try to build the world they want?
I will be instituting a relationship system with all NPCs that judge PC's influence over any particular character an important part of the story and are the most visible part of the curse. Players have to be careful because any decision may anger a NPC allowing the villain to pray on them and use them like an episode of Sailor Moon possibly turning them into something the players must battle. The relationship building will also be one of the major ways next to battles that characters gain exp which they use instead of levels to buy extra out of game stuff like re rolls or remaking choices.
As for traits and flaws they will get them over time during the story as I said before, the first of the major story elements that will help them in this is the school clubs they choose. Players will be able to choose two clubs from a list. Some of the clubs will be straight forward as to what they give the player trait wise like the kendo club or cooking club and then there are the more obscure clubs with less apparent pluses and minuses with a certain risk reward to them. For instance the modeling club or the library club at face value are a little harder to figure out.
What do you guys think? Sound fun?
The first thing I need help with since it is the first major choice are there any clubs that you think would be good apart from my list already:
Club List
Archery Club, Art Club, Astronomy club, Audio/Visual Club, Automotive club, baseball club,
Basketball Club, Boxing club, Calligraphy Club, Card club, Computer Club, Cooking club, culture club,
dance club debate club, Disciplinary committee, Drama Club, Fencing Club, Flower arranging club,
Football club, future club, Gardening club, Geology Club, Golf club, Gymnastics Club,
Judo Club, Karate Club, Kendo club, lacrosse Club, Library club, Marketing Club,
Modeling club, Music club, naturalist club, Newspaper club, ping pong club, Puzzle Club,
rowing club, rugby club, salon club, Sewing club, Soccer Club, softball club,
Student Affairs committee, Student council, Student Morale and togetherness club, Sumo club,
Swimming Club, Tabletop club, Tai chi Club, Tennis club, test prep, Track and field club,
wood/metallurgy Workshop, Wrestling Club
And then the last thing i need help with is the out of game perks for players to use thier experience on like:
re rolls
redo most recent decision
sudden assistance from an NPC something like that.
Any feedback or help will be much appreciated!
