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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