Old Wild West (Choices Fanfic) Book 1 chapter 1
posted something about how PB choices should be doing a cowboy story because there would be potential and they already had models and sprites. You know what?
I'm gonna do it myself.
Not in a way my readers can change anything, but in a ''laying out the story chapter by chapter, book by book'' and ''characters design and relationships'' way.
So, working title is Old Wild West, Book 1, New Beginnings. Because of the story and because it would be a new beginning to steer Choices away from the Smut-on-main books and back to the good story books.
First chapter. Choose your gender, male or female.
Now choose your face. Here I think it could be like in Desire&Decorum where, depending on the MC's skin colour they had a different backstory for where her mother came from (Jamaica, for example), so if you chose a caucasian face you obviously have your roots in a european country, if you chose black, you'll mention that either your parents where runaway slaves or at least one was freed by their master and bought the other one from their own master to free them too (no law prevented a free black man to buy slaves as long as he had the money for it and the previous owner was willing to sell), if you chose an asian looking face you came with your parents form Asia to work on the railroad but you wanted to do something else, and if you chose a dark-but-not-black skin colour you'll have been born in an indian tribe.
Now chose your clothes (you've got the choice between a simple dark shirt-and-pants/skirts outfit, a blue blouse/shirt and bottle green pants/skirts or a premium, redish petticoat/ridingcoat outfit with black pants or a silver, floral printed dress).
And now your name. Default is John/Jane for caucasian, Matthew/Mathilda for black, Tam/Mei for asian and Jolan/Nirvelli for native skin.
Your family name? Default is Whitewood for all (except if there is some problem with white wood symbolics in any of the cultures represented, idk).
(that but with a different fiew)
Anyway you're in a stagecoach and going west to start a new life after both your parents and three of your four siblings died in a typhus epidemy. You read the letter the survivor, whose name and gender you chose (default was Leonard/Leah, with the explication for the asian one, if you chose to keep Tam/Mei as default, that you were born in Asia while Little-Sibling was born in american soil and your parents wanted them to have an american dream name). The letter basically thanks you for putting them in a boarding school and admiring you for going west to find a new beginning. Sibling also worries you are going to overexert yourself and promises to work on the side to help pay for the boarding school and to join you west to repay you for your kindness as soon as they are adult.
You take your pen to write back and this is your first choice:
You write:
Don't worry Sibling, money is not your problem, focus on your studies +Bread Winner
Sibling, don't you dare try and run from the boarding school to come west. +Tough Loner
I'm sure we will be reunited some day, Sibling, and we will create a life for ourselves in the west +Dream Big!
Basically at every checkpoint in the story, the number of each you will have will determine the reasons you give to people to explain your actions and the choices you will make to attain that goal.
On the opposite side of the stagecoach is an elder man (Cliff Oakley Sprite) who is the only one with you who doesn't sleep. He asks what you're doing here and you explain your backstory. He says he was in town to discuss about an outlaw problem but is heading back to Whisper Grove. He is Sheriff Ben Tanner. You ask if there is a big outlaw problem around and he says big enough to warrant a meeting in a big town with all the sheriffs from the small towns around. You talk a bit, he asks you what job you'll have in Whisper Grove, and you answer:
I'll do whatever will make money +Bread Winner
I thought about becoming your deputy +Tough Loner
I have a teaching diploma and thought about teaching the kids +Dream Big!
Suddenly there is an ambush and the stagecoach is taken into a crossfire of fire arms. Tanner takes his weapon (close up on it) and starts shooting the ennemies but is soon hurt and drops his gun on the ground. The others passengers, including a mother and a kid, are panicking. Timed choice:
You pick Tanner's weapon +1 Spitfire (different score than the Bread Winner one, it's like the fire and prestige from TC&TF, it will enable you to unlock decisions later on).
You help the mother and the kid to hide under the seats +1 Peacemaker
You put your white handkerchief at the window to ask for a cease-fire +1 Diplomat
You panick
If you pick Tanner's weapon, he will see it and tell you to put it down because they are to many and he doesn't want you to get killed, and also there is no more ammo in it. If you help the mother and the child you also get +Reputation which will help you sway the town if needed later. The child thanks you. If you put your handkerchief at the window they will shoot at it and Tanner will thank you for your ''foolish tentative of reasonning them''.
Tanner then explains, while you bandage him (through three time limited choices, and if you pick good at each you will get +Reputation), that it's Pittbull Pat's band of Outlaw, and that Pat(rick Brennan) is an Irish-background third generation immigrant whose grandparents helped found the city but who turned bad. The stagecoach is stopped by the outlaws and they open the doors.
A red-headed caucasian male (Pittbull Pat) enters and starts talking to Tanner about how foolish of him to try to get the other law enforcers to unite against him. Then he sees your character next to Tanner and asks who you are.
[heart] ...Charmed to meet you +Pat +Peacemaker
... just a teacher/new marshall/worker (depending on your answer to when Tanner asked you what you were going to do at Whisper Grove) +Tough Loner/Dream Big!/Bread Winner depending on which you had the first time, +Peacemaker
[required: 1 Spitfire Point]... The nightmare of Outlaws +Tough Loner +Spitfire
[Your Name] +Diplomat
If you flirt with Pat, whatever your gender, Tanner will have wide eyes because he cant believe you're just casually flirting with the guy who shot him. If you say "the nightmare of outlaws'' the kid will cheer for you but her mother will make her shut up.
The kid
Anyway he tells his men (generic sidekicks sprites, like the highway men from D&D or such) to drag Tanner away to kill him. Your MC says ''stop'' and he asks why. MC says:
You don't want to kill a sheriff +Persuasion (logic)
He's already dying from the wound, don't bother
I would owe you +Persuasion (pathos)
If you chose the first answer you then explain that if Pat kills Tanner the other law enforcers will come at him even harder than before, if you chose the third Pat says that it could be useful to 1) have a cutie like you indebted in them (if you flirted with him before) or 2) have a teacher/marshall/worker (depending on your previous career choice) on their side. But why would he trust Tanner not to shot him in the back as he goes away if he lets him alive?
He can't shot with his wounded arm +Persuasion (logic)
I'd give you my word +Persuasion (pathos)
He's not a man who would shoot a man in the back
If you chose the second, Pat says there are not a lot of people who would trust the word of a stranger but he's got the feeling you're trustworthy. If you chose the third, Pat laughs sadly and says Tanner killed a few of his men by shooting them in the back. He then asks why you would even care about Tanner.
He is my uncle
If I save him the townspeople wont have a choice but to accept me +Persuasion (logic)
I don't want to see people die +Persuasion (pathos)
If you chose the first, Pat says he knows Tanner to be an only child so you cant fool him. If you chose the third his henchmen will laugh at you but he will defend you.
If you've got three out of three correct, you will get +Reputation x2, if you've got two corrects you will get +Reputation, if you've got one or less, Pat is not convinced and orders his men to drag Tanner out. In all the cases the scene is interrupted by one of Pat's men who tells him ennemy riders have been spotted and they have to go. If you persuaded him he wont protest and will walk away, if you didn't persuade him (1 or less +Persuasion) he will promise Tanner to kill him another day. If you got more +Persuasion (pathos) or (logic) you will get either the little note ''Heart-Wrenching You appealed to Pat's feelings to save Tanner'' or ''Cold Logic You made your case clear". Heart-Wrenching will give you a +Dream Big! and Cold Logic will give you a +Tough Loner. If you only had two rights and one was logic and the other pathos, you will have +Bread Winner and "Convincing You convinced Pat with your ambiguous strategy" and if you only have 1 or less you get "Stall of the Wild We all have to stall sometimes".
In both convincing cases (2 or 3 +Persuasion) you will also have +Diplomat and +Reputation.
The riders arrive and here comes...
Josephine Tanner, who introduces herself as Tanner's granddaughter and marshall. She explains she was alarmed by the time they took to come and feared an attack by Pat, so she came with a few other townsfolk. A few generic supporting character sprites are shown. You ask:
Why did you bring regular townsfolks for an ambush? +Tough Loner
[heart] Are you single? +Dream Big!
Is there any way I can help? +Bread Winner
If you chose the first, she will tell you the point was not to have trained soldiers but to appear as if they were numerous, so Pat wouldn't want to fight them and would go away. If you ask if she is single, she says she is but that besides the point because she's out of your league. If you ask how you can help she tells you you did a lot already by helping her grandfather.
She then takes the reins of the stagecoach and you all go back to town. Premium scene allows you to ride next to her and flirt a little.
Once in town you direct yourself to the sheriff office/towns hall/school, and you get to chose which, it does not depend on what you answered before.
(Sheriff office) (Path A)
You find Josephine in the office and ask her how Tanner is doing. She says the doctor thinks he'll recover but he wont be able to shot for a while if not ever. You ask if she's got a job for you and she says that, yes, since they are a man short and she's now in charge, you've got your place here. She then suggests you go to the hotel to find a room for the night, as they don't have a room for you.
(Town hall) (Path B)
You go to the town hall and meet the mayor, who is in a discussion with her:
They (the mayor and Adsila) are talking about a murder in the nearest reservation that her tribe wants justice for. The mayor asks you what's going on (because you came in without knocking since the door was open).
Don't mind me, solving the murder is more important +Tough Loner +Diplomat +Reputation (the +Reputation comes from Adsila)
Er... I'm just here to ask if you've got a job to give me. +Bread Winner +Peacemaker
If I can help you solve the situation I'll do it +Dream Big! +Spitfire
If you chose the first or the third, the mayor explains they already know it's Pitt Bull Pat who killed the guy but that Adsila believes they are not doing what they can to stop him. If you chose the second he tells you it's not the right time.
Then Adsila tells him she was just there to give him a warning from both her tribe and the Office of Indian Affairs that he should deliver the murderer to justice and that she will spend the night at the hotel then go back home so if he took a decision he can give her the answer the next morning. She leaves and the mayor tells you if you want work, you can go to the hotel too and keep an eye on her, if you do it he will think again about giving you a job the next day.
Path C, the school
You go to the school and meet Mr James ''Jim'' Lucas, the teacher.
When you ask him if he needs a teacher, he says he does. He asks you what makes you want to become a teacher.
It's good money and it comes regularly (+Bread Winner)
[Heart] I want to work more... closely, with you (+Jim) (+Dream Big!)
I prefer to spend time with children (+Tough Loner)
Then he sends you to the hotel because he already occupies the room reserved to lodging the teacher.
All paths converge to here. So you get to the hotel and ask for a room. At dinner you go to the pub and overhear Josephine, Adsila, Jim and the Mayor talking about the ''indian situation'' and the murder Pat committed.
You sit with them, Josephine introduces you to those you didn't meet, and they ask for advice from ''a newcomer with no stake in the game''. You answer:
Taking the murderer to justice is the right thing to do +Dream Big +Peacemaker
You've got to take Pitt Bull Pat down anyway +Tough Loner +Diplomat
Just because you're scared to go after him... +Bread Winner +Spitfire
[needs 3 Spitfire] Just let him go, who cares? +Tough Loner
you get the fourth instead of the third if you 1) paid for the premium scene with Josephine or 2) Said you would help solve the situation in the mayor's office or 3) had two or more +Diplomat.
If you chose the third, the mayor and Josephine will glare at you and tell you it's not a matter of fear, Adsila will laugh and Jim will look away. If you choose the first, Adsila nods and Josephine smiles at you. If you take the second, Jim Lucas supports you. If you chose the fourth, Adsila is angry at you and ask you if you value indian lives at all. If you are in indian skin yourself she also calls you a traitor.
The mayor decides to send a patrol off to indian territory to inspect the crime scene and make sure Pat is really guilty. He says it's gonna be led by Josephine but insists Adsila (as a guide), Jim (because he knows things about science and legal science), and you (either as Jim's or Josephine's assistant or because your the new busybody of the town) are part of it.
You're shocked as you didn't expect to be asked that and cue to the little square of ''what will happen in Indian territory? you'll know more in Chapter Two of Old Wild West!"
1 note
·
View note
The Haunting of Harrowstone - Free Candy and Zombies
27.8.2020
Anwesende SCs:
Losil - Elf Cleric
Ecco - Tabaxi Fighter
Grimly - Dwarven Paladin
Cahwn - Human Warlock
Nirvelli - Tabaxi Ranger
Relvante NSC:
Kendra Lorrimor - Petros Tochter
Magnus Forgehammer - ein Zwergenschmied
Elvira - The barmaid
Zokar Elkarid - Besitzer der Taverne ‘The Laughing Demon’
Hephenus Gibs - Unsympatischer Mann
Sherrif Benjen Caellar
Jorfa - Zwergenschmiedin und innhaberin der Ravengro Forge
Janus Leromar - Deputy
Magreta ‘Maggie’ Vrosidh - Deputy
Lumarin Taigh - Besitzer der Silk Purse
Quess Yearburn - Besitzerin der Silk Purse
Alendru Ghoroven - Arbeitet in der Unfurling Scroll
Erwähnte NSC:
Lyvar Hawkran - `Warden von Harrowstone
Petros Lorrimor
Was bisher geschah:
4. Arodus, 4705 AR - 6. Arodus, 4705 AR
Die Party kamen zurück von ihrer Erkusion zu der Krypta und trafen vor der Tür die letzte Person die zur Beerdigung eingeladen worden war: Nirvelli.
Während ihr alles erklärt wurde öffnete die Gruppe die Kiste die sie gefunden haben um darin weiteres equipment zu finden dass ihnen hoffentlich helfen kann.
Losil hat dann mit seiner Großmutter Kontaktaufgenommen um das Omlette familienrezept herauszufinden
Danach gab es mehr research und der Abend endete wieder in der Taverne.
Die restliche Zeit hat die Gruppe research betrieben und ist in der Nacht in eine Gruppe Zombie gelaufen die sie halb betrunken besiegt haben.
Der Sheriff war ihnen sehr dankbar für ihre Hilfe und ihren Bericht und Losil hat am nächsten Tag beschlossen einen ‘Stranger Danger’ Kurs mit den Kindern des Dorfes zu machen, und hat ihnen danach Süßigkeiten gegeben.
Nun überlegen sie was sie Lyvar Hawkran mit ihrem Spiritboard fragen können
0 notes