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ITWYM? Karma (intro rewrite)

Not really the return to this that I would have liked, but an interesting idea all the same.

With such a clichéd beginning, it seems better to just throw out the entire thing and introduce a much more compelling premise. But that’s not quite the point. I feel compelled to delve deeper into just why I have such a big problem with this game’s intro, but that would just be dull.

So, striking a compromise. As there is not much richness to draw from and the game is a very simple platformer, I went with second person, present tense. A new call to adventure that hopefully feels less like a rejected Power Rangers script.

///

You sit at the end of the table, perusing one of your many texts. There is a television in your living room, but you have found it disconcerting of late. Too many breaks in the images. Too many headaches and troubling ideas. If you could only recognise the source of their inception, you might be willing to switch the telly on again, but you have no such reassurance.

Although you are not an avid reader, you do have a modest collection of books. Most of them you inherited when your father passed. He had not been much of a reader either, but he had apparently been interested in the cultivation of the mind. Much of the content in his books feels over your head, but you enjoy the diagrams and the occasional mad philosophy.

A knock at the door rouses your interest from the crisp pages. Leaving a bookmark in between a dissertation on the ease of human flight, you get up to see who it is.

Your home is in a bad part of town. There are many chains keeping you in and the rest of the world firmly out. You must hunt down six keys to release the chains if you wish to see who is attempting to visit you.

The question is, do you wish to have a visitor?

///

Then you could jump around looking for your keys, collecting the things–or, after a revolutionary fashion, you can choose not to hunt down the keys at all, and receive an effect that will actually move the story along a different path. Does that seem so difficult?

Should you hunt down the keys and open the door:

///

The door creaks as you open it, protesting at its unexpected use. You attempt to peek through, only to have the door slammed open. It strikes you on the nose. Tears spring to your eyes, and you stagger backwards.

A woman brandishing something thin and dark stands in your doorway. Her posture glows with confidence, and as you blink past your tears, you can see that she is conventionally beautiful. She barks something over her shoulder, in a harsh language you do not understand, and then a man several inches taller and wider than yourself enters your home. Hunched and menacing, he reaches for you.

You blanch, then leap for the pistol you keep hidden under the table.

Again, the woman speaks in that harsh language, and you find yourself unable to move. The large man looms over you, his figure so enormous that he casts a shadow over his own body. When he strikes you, you feel as though his shadow has swallowed you whole.

Sometime later, you awaken in a glass room. Your hair has been cut, and you are dressed in formal clothing that you have never seen before. A quick glance about the room reveals only a stark white bed, a curtained toilet facility, and a low table.

Gingerly, you sit on the edge of the bed, rubbing your face. A strange series of bumps and grooves meets your fingers. With a gasp, you realise that some kind of device has been attached to your head.

///

If you don’t answer the door, something else happens.

But am I making any kind of point? Drop the destiny nonsense. This here is a story about some everyday person being kidnapped to be used as a lab rat. Or something. He or she can rise to heroics through character development, truly deserve nobility instead of being forced into it because a prophecy/oracle/master said so. Or he/she can fail miserably, descending to the basest cowardice.

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