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> Formatting of an RPG script
heartlessmushroo...
post Sep 20 2012, 08:24 PM
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I've been wanting to start writing the script for an RPG project for quiet a while fbut I dont know how to begin hoestly. Since great part of the storytelling is going to be told via gameplay, events and dialogue, writing this as if it were a novel or comic book strip would be kind of odd.

So, what woudl be the closest format I could use to start writing an RPG script? Are there any formats specialized in wiritng RPG's alone?
Thanks in advance.
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Jens of Zanicuud
post Sep 21 2012, 12:54 AM
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When I write down the plot of my game, I write only the main points:

Settings
That is: where and when the story is set, with descriptions of the environment and of the political situation;

Characters
Characters' appearance and psyche description, with focus on what make that character unique or different from the others;

Synopsis
Few lines about how everything begins, then brief descriptions of every chapter. Detailed description of the ending.

This is what I call the "skeleton" of a plot writing. There is no need to be too formal, just be direct and write the main things.
Then, while I'm designing the scenes, I just try to view them as an anime or a manga, adding details.

I generally write dialogues after I created the map, not before.
This is not general, but it's my way of working smile.gif

This is, for example, what I wrote before starting my project:
Basic Game Script
Setting:
[ST. PATRICK], capital city of the Western Union. A city enlightened almost only by neon lights, always covered by a veil of thick shadows, the [SHIELD], which protects and isolates its inhabitants from the outer world. However, life in St. Patrick seems quite good and people don't complain at all. There are some poor districts, like [DISTRICT 7], but the average richness level is quite high. [ST. PATRICK] is menaced only by two things: the [CREATURES], monster-like beasts which drink human blood in order to survive, and the [TRYADINE] the most common drug in the Western Union. Almost 99% of its inhabitants are tryadine-addicted. This substance was named after the criminal organization which smuggled it through the known lands. [TRYADINE] chemical structure is well known, but no scientist seems able to find an antidote. Luckly, there's plenty of it, around the world. [CREATURES] life depends on [TRYADINE] too. It flows in their veins as blood. Lots of hunters are hired to replenish drug's tanks. They're retributed with doses of the very same substance. Hunters often break laws and therefore are arrested and sentenced to death.

The story begins with the homicide of [EVERETT LYONELL], one of the most notable scientist of St. Patrick, involved in the tryadine-antidote research.

Characters:

[VECKERT RAINER]
Age: 26
Blood: A-
Class: Hound
Weapon(s): knives, revolvers

Detective of the St. Patrick Police Dept., mainly a hunter's hunter. Veckert is a sort of bloodhound with a success rate near to 100%. This agent's past is actually well known. The marked interest in blond girls and a fierce cruelty in killing [CREATURES] are Veckert's most notable features. However, there are some blanks which aren't filled yet. A mask covers part of the face because of an accident occurred many years ago. Veckert is tryadine-addicted and cannot live without assuming it regularly. A good amount of the monthly salary is spent in drug. When Everett Lyonell is found dead, Veckert is given the case. No one knows where this investigation will lead the hound...

[...]

Synopsis

Introduction
Lyonell's death, case is assigned to Veckert.

Chapter 1 – Late Night Nightmare
-day 1

Veckert investigate Lyonell's death and finds pieces of evidence that lead to reject [CREATURE] hypothesis. Blame finds a ripped piece of paper with some notes written upon it. It represents a baseless triangle with circles of different dimensions. The two agents are then attacked by various creatures, but manage to kill them. Veckert has to defend some civilian of [DISTRICT 7] from Haemophages, since the arrival of the intro boss.
Boss: [MOTHER HAEMOPHAGE]
Blame and Veckert return to [ST. PATRICK] center. There's nothing more to do there for now.
-day 2
Veckert is now sent to [ST. PATRICK]'s center in order to press Lyonell's colleagues. One of them says something about [FORGOTTEN MANSION] in [VAIR'S WOOD]. Veckert returns then to [DISTRICT 7], killing some other creature and gathering pieces of information about the homicide. Here we learn something more about Veckert, through other people's voice. Suddenly, a Haemophage appears, forcing Veckert to run away, towards [ST. PATRICK]'s centre. The agent then reaches the [SHIELD CONTROL FACILITY], where receives a call from Blame, about a new case. Lyonell's death is archived and Veckert has to return the police dept. as soon as possible. The detective agrees and request Blame's help to escape the creatures. Blame moves from [DISTRICT 3]. Noctiphages attacks it, but are destroyed. The VORS finally meet with Veckert, who decides to return home.
Boss: [HAEMOPHAGES' SWARM]
Here we learn something about tryadine-addiction.
During night, [SPECTRUM LABS]'s scientists have a secret meeting with intelligence agency, about Lyonell's death and tryadine itself.
-day 3
We take control of Veckert after the meeting with police chief. The detective is ordered to halt investigation on the homicide and is sent with Blame to the [DISTRICT 3], where some worker is thought to have run a smuggling ring. Unfortunately, Veckert checks all the areas without results but at last, notices a suspicious section of [Warehouse 12]. Suddenly, Noctiphages come out from darkness and attack. Blame throws one of them against a wall, crashing it and revealing a hidden warehouse whose door was disguised as a part of the wall. Veckert enters and find people who are exchanging money for tryadine. There's a gunfight, but smuggler's leader is able to run away. Blame and Veckert follow him, killing every smuggler in sight. Finally, they succeed in leading him to a mousetrap. The leader begins to speak, telling something about [FORGOTTEN MANSION] in [VAIR'S WOOD] and claiming not to be the true leader. Noctiphages crash windows and kill the man before he can reveal something else. Veckert exterminates the creatures and comes back with Blame. Secret warehouse is now filled by fast-reproducing Noctiphages. They have to kill the swarm-mother in order to prevent the invasion.
Boss: [MOTHER NOCTIPHAGE]
In the end, they finally manage to exit the facility.
Veckert now feels that the Mansion can be directly tied to both Lyonell's homicide and the smuggling ring, so decides to enter the archives to gather pieces of information about the place.

[...]

Then, I modified it, developed it and added dialogues and characters...

I hope this could help, and I hope I haven't misunderstood your question.

Jens

This post has been edited by Jens of Zanicuud: Sep 21 2012, 04:32 AM


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heartlessmushroo...
post Sep 21 2012, 04:01 AM
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You explained it perfectly actually. You even gave an example along with it.
Thanks so very much man!
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