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"Nontraditional" player characters and Foundry dialogue writing

starswordcstarswordc Member Posts: 10,963 Arc User
This came up back in Foundry Roundtable #31 but I wasn't really paying attention at the time.

Now that I've started my first KDF char, a Lethean engineer named Brokosh with the backstory that he's a former freelancer who signed with the KDF for steadier pay after he found out his wife was pregnant, it really grates that Cryptic has for most of the KDF storyline just assumed players would play Klingons and thus wrote for Klingons only. This despite the most common KDF character being an Orion female, usually one wearing as little clothing as possible. :D

As I've noted in a couple other threads, the Klingons are the only race in the KDF that goes for the whole Proud Warrior Race Guy shtick. The Orions are allies by treaty, the Letheans and Nausicaans are in it for the money, and the Gorn were conquered and their military absorbed into the Klingons'.

This isn't just a problem with the KDF. Most of the Starfleet storyline kinda assumes you're playing a human. "The 2800" arc was a particular offender for me, since my main is Bajoran. Got kinda annoying running around Hathon and having the inhabitants treat me like I know nothing about Bajor when my nose is just as crinkly as theirs is. :D I've also encouraged other Foundry writers with missions involving Bajoran culture to include options for Bajoran PCs, and noted in the Purity feedback thread that there's a couple spots where, assuming they're allowed to revise the missions at some point, they could add more dialogue tailored to nonhumans.

So, how do we do better than Cryptic in this regard?
"Great War! / And I cannot take more! / Great tour! / I keep on marching on / I play the great score / There will be no encore / Great War! / The War to End All Wars"
— Sabaton, "Great War"
VZ9ASdg.png

Check out https://unitedfederationofpla.net/s/
Post edited by starswordc on

Comments

  • drogyn1701drogyn1701 Member Posts: 3,606 Media Corps
    edited November 2013
    One thing I'd love to see people do is make missions specifically for a particular race. If you say in big gold letters at the beginning "THIS MISSION IS FOR <RACE> Characters" I'd be more than happy to switch to the appropriate character (or the nearest equivalent).

    There's pros and cons to this of course.

    Con: You do limit your audience. For instance, some players do not have an Orion. If they came across a mission that said it was tailored to Orion characters they might not play it for that reason. (I still would, but not everyone).

    Pro: It allows you to put a more specific voice to the player captain and worry less about: "my captain would never say that." It also allows you to get past some of the choice issues we have since we can't do real branching objectives. If you are only writing for Orions, you only have to present the choices an Orion would make.

    Alternatively, you could label each dialogue choice:

    "[Klingon] blah blah blah"
    "[Lethean] blah blah blah"
    "[Orion] blah blah blah"
    The Foundry Roundtable live Saturdays at 7:30PM EST/4:30PM PST on twitch.tv/thefoundryroundtable
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited November 2013
    Mmm... yes, this topic has come up a lot. There's two main approaches, but it's not an either/or situation.

    #1: dialog options. having different ways to go from point a to point Z in a conversation is good for immersion and helping sell the idea that it's your character talking and not Kirk. But... unless you do some really fancy stuff with story branching it's just fluff. Also.... it is hard to write for every race possible. I have several time posted my list of characters, and... some of them are things you could never anticipate as an author. One example is a T-888. His personality mixes logical thoughtfulness with intense aggressiveness.

    The other option is to write the story so that the nature of the player is unimportant. This won't always work. Especially in cases where the player is something truly out there. Such as a Vorta or Jem'Hadar or Zentraedi.

    One example from a Cryptic mission is the Vulcan diplomatic daily. It assumes that the player is A: not Romulan or Vulcan, and B: has little knowledge of Romulan/Vulcan history. It's REALLY weird to play as either a Romulan or Vulcan. For the Romulan side, you have the Romulan ambassador talk to you like you're a Starfleet officer. For the Vulcan side.... a lot of Vulcans were BORN there. It's possible, but unlikely that they wouldn't at least know where to look up the information that you look for in the mission.

    Another example(I hate to pick on him because he's actually a good writer) is one of Evil70th's missions. In at least one of the older versions, he has a scene where your character is talking to a Vulcan and confuses the Vulcan with a baseball analogy. This caught my attention as anomalous since I was playing the mission as a Mirror Universe Vorta. I commented that the Vulcan was more likely to know what Baseball was than my character.

    Anyways, in summary, it's best to avoid things that are egregious violations and expect someone somewhere to find a possibility you never thought of.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • designationxr377designationxr377 Member Posts: 542 Arc User
    edited November 2013
    I've always made it a policy to attempt a broad approach. I make no secret my love is in the dialog trees for missions, but, even then if you clog the choices up with say 8 to 9 choices it becomes a chore. As a result, I am for possible mindsets for characters and stray away from specifics I can't address with simple responses.

    I am always curious though to see how effective I am at it. KDF, like you said, is one of the hardest ones to write for because while the Fed is all inclusive, the KDF is all inclusive for personalities. The honorable warrior and the money hungry honorless targ hang out in the same cafeteria lines.

    starswordc, do me a favor if you haven't done it already. Check out my KDF foundry mission "Time Will Tell" and see how it fairs. It more or less uses all of my tricks in some way or another and the hope is that the plot feels important even if you aren't a KDF die hard warrior OR the opposite as an Orion slave peddler. If anything, it shows examples of all my dialog tricks in one way or another.
  • adverberoadverbero Member Posts: 2,045 Arc User
    edited November 2013
    just to give an example of how some diverse characters are

    I play as a Human Defector, Wronged by Section 31 and bitter with the federations lack of self regulation , taking his trusted Andorian officer, he collected a group of misfits from around the Quadrant, and works as a privateer for the KDF, hoping one day he would once again meet Franklin Drake and punch him in his stupid jerk face a second time

    Good luck writing diaogue for that character ( i'll give you the max tip if you try hard enough though :) ) , and I highly doubt theres a cryptic mission designed with this in mind :( but hey at least i have fun with this less than standard character
    solar_approach_by_chaos_sandwhich-d74kjft.png


    These are the Voyages on the STO forum, the final frontier. Our continuing mission: to explore Pretentious Posts, to seek out new Overreactions and Misinformation , to boldly experience Cynicism like no man has before.......
  • bazagbazag Member Posts: 375 Arc User
    edited November 2013
    There is only so much dialogue a foundry author can write before it just starts getting ridiculous. However in the KDF, just like in Starfleet there are a few common elements that you can properly do.

    Fed
    ----
    Emotionless Vulcan
    Emotional Andorian
    "Straight-laced" Captain
    Snarky captain
    Romulan/Reman options

    Klingon
    Honourable Klingon
    Duplicitous Captain (Klingon, Orion or other)
    Mercenary (Any non-klingon)
    Romulan/Reman

    These are just some of the ideas that you can and probably should incorporate when dealing with various alternate dialogue options. Whether they effect the story or not.

    I'd recommend playing (if it's up, haven't checked) my KDF Spotlight The Honour of Profit. In that you can behave as honourably, dishonourably or neutrally as you see fit.
  • waaagh951waaagh951 Member Posts: 89 Arc User
    edited November 2013
    alot of things to think about when doing missions.
    i say- sure on my new to do missions i can do so.
    on my Plauge and redeem that is a no.
    ii got a few different things for thise playing fleet ufpp civlian unrest. but adding these things sometimes make my missions don't work. treid once. it did not make sense some things
  • realmalizerealmalize Member Posts: 192 Arc User
    edited November 2013
    bazag wrote: »
    There is only so much dialogue a foundry author can write before it just starts getting ridiculous.
    bazag wrote: »
    There is only so much dialogue a foundry author can write before it just starts getting ridiculous.
    bazag wrote: »
    There is only so much dialogue a foundry author can write before it just starts getting ridiculous.
    bazag wrote: »
    There is only so much dialogue a foundry author can write before it just starts getting ridiculous.
    bazag wrote: »
    There is only so much dialogue a foundry author can write before it just starts getting ridiculous.

    This. 100 times this.

    The expectation that any author should either create multiple customized dialogs that have no plot purpose and/or "bland-down" dialog and/or should be able to anticipate your Half-Romulan/Half-Vulcan/Half-Klingon hybrid double-agent pirate is totally unreasonable.

    Un. Reas. On. Able.

    You want to know my pet peeve? You've found it.

    My advice: write the dialog to fit the story, give an option or two for attitude if you like...but for god's sake don't even try to cater to every "half-drow/half-orc wizard/bard/fighter" as if you were sitting across the table top from them.

    I'm sorry if it seems uncaring or whatever, but the player needs to assume some responsibility for mentally making accommodations for their own backstory...that's *your story* -- it may not necessarily meld with *this* or *that* story.

    To place the onus on the writer is a totally wrong headed expectation.

    It's my opinion, my 2 cents, and you can flame away if you don't like it (and I'm sure some will)
    foundry_banner1.png
  • waaagh951waaagh951 Member Posts: 89 Arc User
    edited November 2013
    realmalize wrote: »
    This. 100 times this.

    The expectation that any author should either create multiple customized dialogs that have no plot purpose and/or "bland-down" dialog and/or should be able to anticipate your Half-Romulan/Half-Vulcan/Half-Klingon hybrid double-agent pirate is totally unreasonable.

    Un. Reas. On. Able.

    You want to know my pet peeve? You've found it.

    My advice: write the dialog to fit the story, give an option or two for attitude if you like...but for god's sake don't even try to cater to every "half-drow/half-orc wizard/bard/fighter" as if you were sitting across the table top from them.

    I'm sorry if it seems uncaring or whatever, but the player needs to assume some responsibility for mentally making accommodations for their own backstory...that's *your story* -- it may not necessarily meld with *this* or *that* story.

    To place the onus on the writer is a totally wrong headed expectation.

    It's my opinion, my 2 cents, and you can flame away if you don't like it (and I'm sure some will)

    true.

    not just true

    it is the only true thing about the foundry when it comes to dialouge atleast to me.
    not english so excuse me for bad english
  • herbiehdykemanherbiehdykeman Member Posts: 210 Arc User
    edited November 2013
    Besides that, the player could always use his or her own imagination to adapt the dialog to his or her own character. In other words, see what may be implied given the character playing. I speak from experience as I have another example of a diversified character:

    One of my human toons was once a small freighter pilot flying in a second-hand Dominion War era Runabout that after a skirmish with pirates, had crash-landed on the Romulan refugee colony of Virinat. Unable to repair her craft, she took on odd jobs, helping the colonists there until she could earn enough to fix her runabout, but she, like the Romulans there, got caught up in the invasion of the colony, and she has been fighting by their side ever since.
    [SIGPIC][/SIGPIC]
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited November 2013
    I can agree with Malize's statements somewhat. It's impossible to write a reasonable amount of dialog and have the dialog options make sense coming out of a T-888's mouth. At least not unless you assume that the T-888 is trying to talk like a human.

    But, that being said, there is definitely something to be said for having multiple dialog options.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • starswordcstarswordc Member Posts: 10,963 Arc User
    edited November 2013
    Yeah, trying to account for things like Markhawkman's Mirror Universe Vorta is an exercise in frustration at best. :D But you can certainly write for more common races.

    In a lot of situations all that's really required Fedside is a, for lack of a better term, Spock Speak option for Vulcans. (I love TV Tropes. :)) The KDF can usually get away with two options: A "your death will bring me great honor" for straight Klingons, and something else for the other species.
    "Great War! / And I cannot take more! / Great tour! / I keep on marching on / I play the great score / There will be no encore / Great War! / The War to End All Wars"
    — Sabaton, "Great War"
    VZ9ASdg.png

    Check out https://unitedfederationofpla.net/s/
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited November 2013
    Yeah, creating multiple options that simply sound different goes a long way. A "logical" option works for Vulcans, but it will often work for any other character that tends to be thoughtful and contemplative.

    It doesn't need to be something blatantly Vulcan like: "Captain, the logical thing to do is...", something like: "Captain, it might be best if we...." works for Vulcans, and also members of similar races.

    hmm... I'm not sure exactly what would be best number of options and ultimately it's up to the writer how many options you'd be willing to write.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • lincolninspacelincolninspace Member Posts: 1,843 Arc User
    edited November 2013
    One could round it down to 3 responses. What would Kirk do? What would Spock do? What would Mcoy do? I think that would cover a wide range of characters, adventurous, yet typical starfleet type/ thoughtful/ agressive/ moody. Those three characters were designed to represent the freudian model of a person's personality, Id, Ego and Super ego. Kirk is the everyman and Spock is the angel on his shoulder while Mcoy is the devil on his other shoulder.
    A TIME TO SEARCH: ENTER MY FOUNDRY MISSION at the RISA SYSTEM
    Parallels: my second mission for Fed aligned Romulans.
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