Monday, 10 February 2014

Planning my adventure book

Here i will briefly show the process of creating my game book.

Three act structure plan

Dramatic premise: A dragon has been imprisoned in a vast, underground prison by a power obsessed sorcerer. The dragon befriends a wizards’ apprentice who is in a similar predicament as the main character and; with his help try to escape the prison and to discover the sorcerer’s plan and put a stop to it.

Inciting incident: After the apprentice manages to blast open the doors for his and the dragon’s cell they both travel through the prison, searching for an escape route. The inciting incident occurs when our heroes get into brief scrape with the sorcerer. The main characters get separated after the sorcerer splits the ground beneath them; forcing them to try and regroup.

Plot point 1: After navigating the tunnels the dragon and apprentice are within sight of each other. The sorcerer casts a spell of temporary paralysis on the apprentice and after a bit of boasting from the sorcerer, destroys the floor beneath the dragon. He falls seemingly to his death.

Midpoint: After surviving the fall, the dragon finds himself in a dark, underground chasm. He has to find a way out and to rescue his friend from the sorcerer’s grasp. The dragon must face the horrors that lurk within these cavern walls in order to accomplish this.

Plot point 2: The dragon emerges onto a green valley in the sunlight. He spots a white tower in the distance and goes inside to find the apprentice and defeat the sorcerer.

Climax: The dragon reaches the top of the tower just in time. He blasts of the apprentice’s shackles off and both engage the sorcerer in battle. He summons all of his power to shield himself.


Denouement: In a last ditch effort to rid himself of our heroes, the sorcerer channels all the energy in himself and the chamber in order to destroy them. Before he finishes the incantation the dragon and apprentice strike the sorcerer, causing him to implode with the strength of the universe itself. The bindings on the dragon’s wings are broken, allowing both him and the apprentice to escape.

Characters

Main character (Player): Therion Blazewing.

Therion Blazewing is the heir to the Blazewing clan; one of the most ancient tribes of dragon in the world. Once in a generation all flights of dragon embark on a journey to the lands of their forebears long ago. Unfortunately for the Blazewings it is the longest and arduous trek of all; spanning half the world. The time has now come for Therion to undertake the sacred pilgrimage his ancestors have undertaken since ancient times. After flying for days over oceans and mountains the clan soar over a lush green valley. Curious, Therion decides to explore the landscape and shortly discovers a white tower deep within the valley. As soon as Therion approaches the tower he is shot down by burst of light from the top of the spire. Disorientated, he wakes up in a dank cell with his wings bound and mouth muzzled. Therion realises he is not alone because next door a wizards apprentice seeks escape and it seems co-operation is the only way out.

Secondary character (Non-player character): Farren Arcanen

Farren Arcanen showed great potential in spell weaving at a young age. He was born and raised in a small fishing village in the south, isolated during the winter months. He was the only child in the family after his older siblings perished from the harsh chill. Times were tough on his family; the previous season’s low fish quota and gold income had plunged them into poverty. When Farren reached his tenth birthday he was visited by a wandering wizard who had travelled from the capital of the region to the village in search of a gifted apprentice. The wizard offered Farren’s parents a great sum of gold in return for mentoring their son in the art of spell weaving. After an emotional parting Farren left his homestead and began his life as the wizard’s apprentice. Nine years later Farren had learned everything that his master could teach him; it was time to move on. With words of encouragement Farren is sent to the residence of Arcteion Destronus to further his knowledge in the arcane. As soon as Farren crosses threshold he is chained up and thrown into a cell deep underground. He now finds himself locked away with no chance of escape; his only hope of freedom lies with a dragon who is imprisoned in another cell next door.

Antagonist: Arcteion Destronus the Third.

Arcteion Destronus the Third is one of the most powerful wizards in the land and the most infamous. He was the head of The Institute for Gifted Magicians for 30 years, attaining deep respect from the rest of the wizarding community. But this was only a stepping stone for him; he craved more power. He began experimenting with life-siphoning; a very controversial practise which is considered immoral, absorbing the energy sucked from magical entities. He was soon cast out from the institute after “acquiring” the power of many gifted students in attendance. Arcteion travelled far away in search of a base of operations. He found an ivory tower in a valley a fair distance away from prying eyes, with complete privacy Arcteion Destronus began obtaining the magical essence from powerful creatures, artefacts and people for half a decade. Five years later Arcteion receives a letter from an old colleague requesting his expertise to help train his apprentice further in spell weaving. Nearing his goal Arcteion accepts the offer and sets the trap for his guest to fall into. Arcteion wasn’t expecting a dragon to accidently barge in before his intended appointment. It seems that luck is smiling upon Arcteion Destronus this day.

Narrative map

Act 1


Act 2


Act 3


Narrative map key


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