StupidRPG: Always Two, There Are

Spoilers inbound. In recent reading, I came across a reference to an interesting rule of twos in scriptwriting: everything in the script should serve two purposes. While this is probably best applied with care, it got me thinking about some of the story/gameplay elements of StupidRPG, and how I could tie things together in a more elegant way.

For example:

In the starting area of the game, Ranger Bob makes reference to a litter problem, which he suspects is the fault of local youths. If the player ever encounters the litterbugs (which is not something I considered guaranteed), it would probably be in town during Act III.

The more I thought about it, however, the more unnecessary it seemed. Rather than introducing a bunch of new NPCs later in the game (when the player may have forgotten about the litterbug quest entirely), why not tie it into something happening in the present?

Enter the Troglodyte, denizen of the forest caves, avid beer drinker, and general layabout. He has a rough life, gets little respect from anyone, and has recently acquired an interest in soaking in the hot springs after a couple drinks.

I like this approach because it connects two components of the starting region. Cause, effect, and solution are locally available for the player to experience.

I also have something in mind for the Hot Springs themselves, the presence of which seemed strange to me in a region that otherwise doesn’t seem thermally active. Something to talk about another day.

In the meantime, I’m trying to look at my storytelling from new angles. I hope the connections will help create a more cohesive world.