Foreword: 15 A4 pages, Times New Roman, font size 10. You can read the entirety of the design document through the prism of a 2D demake rather than its current form.
Intellectual Property of Gabriel Greene
A Role-Playing Game:
The theatre of life within a Sword and Sorcery setting
Mortal
Title of the setting:
Scythe
14/01/23
List of Contents
- Introduction
- Concept
- Game Framework
- Plot
Owner of Intellectual Property
Lead Designer
03/10/25
Gabriel Greene
Game Framework:
- Mouse and Keyboard Map
- Engine Details
- Light Source and Shadows
- Animations, colliding models
- Generic Adventures
- Quests
- Reading
- Journal Bookmarks
- Characteristics and Skills
- Characteristic Skills
- Knowledge Points
- Health, Stress and Fatigue
- Array of Actions
- Dialogues
- Dialogue Examples
- Activities
- Interactions
- Journals
- Romance, Sex and Children
- Age
- Work, Trade and Equipment
- Maps
- Lockpicking
- Pausing
- Combat
- Sorcery
- Time and Exploration
- Summary
Plot
- Setting
- Concept of the Plot
- Scythe
- Sequel, Deityhood
Introduction
Date of delivery: 4 years
Genre of video game: RPG
Genre of Plot: Sword and Sorcery
Setting: The world known as the Scythe
Player view: Isometric / Bird's Eye View
System requirements: PCs
Introduction: Mortal is meant to be an immersive and reactive open world RPG/Simulation video game for enthusiasts of medieval fantasy, rated M for Mature. All parts of the project are meant to be novel and non-copyright infringing, no part of the video game is based on the intellectual property of other persons. Any similarities are coincidental within the development of a simulation of human life.
Attention/Disclaimer
You, the Player, are about to witness an Artificial Reality as similar to Real Life as possible within developing the project. The Development Team wishes you and your Player Character good luck in surviving the realities of a Medieval Setting in a Fantasy Reality.
It is the Development Team's utmost hope that you will enjoy the Simulation Game within a mature mindset and approach to the topic at hand.
Concept
At core, Mortal is meant to be a Simulation. A Table-Top Role-Playing Game meant for the PC in which the Playable Character would be the same as the Non-Playable Characters in terms of the Characteristics, Skills, Journals, Inventories and the Array of Actions available in the video game.
Within the Simulation, Characteristics are to define the mind and body of a Character while the Skills are to reflect what the Character has learned.
Journals would contain all that a Character might know, Inventories would be the lists of what a Character carries and what a Character might own.
The Array of Actions is meant to be all that a Character can act out and so, it would cover not only combat, movement and dialogues yet also inspecting and using items within the game world as well as those within the carried inventory.
The Array of Actions is meant to be a truly revolutionary experience for the Player. The Plot of the Simulation, in other words the Main Quest, is a folk tale or legend which has foundations in reality and life upon Earth during the Medieval Ages.
In this legend, the Player is to take the role of the Playable Character, a male or female Character of the human species which inhabit the setting.
Although the Main Quest is meant to focus on combat and survival, in Mortal, the Player does not have to advance the Plot or even begin it.
This is because the Main Quest is to be a Side Quest amidst an abundance of other Side Quests which are named the Story Quests as opposed to the Generic Quests.
The Main and Side Story Quests are meant to be adventures that are unrepeatable and always offer the same plot. The Generic Quests happen based on the Characters using the Array of Actions, their respective Journals and interacting with the environment.
A Journal would record all that a Character does and sees, allowing for the Simulation to generate Generic Quests based on the entirety of what the Characters did and do.
And so, Actions, Relationships, Quests and even Inventories might lead to new Quests and affect the world within the Simulation.
In other words, each action would have a potential reaction. Unlike most of the Story Quests, a Generic Quest can be completed by any Character.
As Characters may see or participate in events, their Journals would be automatically updated and so, Quests could be given to other Characters through dialogue as all Characters present may converse with other Characters in the same way the PC may.
However, Quests are not the entirety of the artificial life of a Character as travel, dialogues, trade, relationships, crafting, work and combat may happen outside of Quests.
A Character that works as a blacksmith would craft without any Quest in order to increase Skills, improve Characteristics and earn coin in order to have somewhere to sleep at or to obtain food, drink, luxuries and necessities.
Any of the Characters would make attempts at both Friendship and Romance through Dialogues, all of the Characters would try to find Work, some Characters might work through combat, some through travel. A Character's Work might be Thievery.
If a Character might, within scripted roaming of an open world, travel between locations, a Character may just as well switch between different types of Work based on variables, attack the Characters that are foes, converse with the Characters that are friends, decide to find Work when his or her wealth is dwindling or when there is no coin in the Inventory, fulfill other Characters' Quests based on receiving mention of these through Dialogue or noticing Events that may happen around the Character in question.
If crime is rampant in a town, the NPCs living within might leave the settlement to search for better lifes elsewhere. If a town is successful and wealthy, it will draw NPCs to live there.
Yet commoners working the land in hamlets would not desire to move to a town since their Characteristics and Skills would be different to the ones of a town thief, a merchant or a craftsman to name a few.
Commoners would not rush into combat either, the life of these Characters is inherently peaceful and so, other characters might and will find employment as a guard or mercenary. Perhaps, even an adventurer.
In the ongoing quest of survival, food and drink as well as equipment and supplies are a driving force in the lives of all Characters as the Characters trade, talk, sleep, fight, work and travel the setting in order to achieve their goals and fulfill their desires and everyday needs.
To summarise and expand on the concept of the video game, all NPCs as well as the PC are to play the same role in Mortal. The role of a Character.
When a Character cuts the purse of a merchant, the merchant might notice right away and raise alarm if there are other Characters present nearby and if the merchant is not skilled in melee, the merchant might also notice later on and so, approaches the guard or his private mercenaries, giving them a quest to catch the thief based on the exact item missing.
If a Character kills another Character in combat, the family of the deceased Character's mourns the passing of the husband, son or father, wife, daughter or mother depending on what that particular NPC did in the Simulation as evident by the Journals as well as the entire database of past events that is hidden to all Characters as each particular Journal grows thicker with the passing of time.
The simulation of the life of each Character is meant to allow whole communities, the world, to feature in gameplay, not through some form of storytelling or empty and meaningless animations yet as an Artificial Reality.
As for the Plot, the Main Quest would be meant to allow the Player Character to become a wealthy and famous adventurer by the end of the Quest. Forgotten keeps and dungeons scattered across the continent serve the purpose of creating the Sword and Sorcery aspect of the Simulation.
As the Simulation would be meant to allow the Player to take part in the life of a community in a town or the countryside, becoming a traveller who may, either with the help of a group or alone, brave the wilderness and delve into dungeons is not an easy path nor task.
The Main Quest is supposed to be a classical RPG tale of heroes and villains as well as defeating other adventurers that wander the setting in search of treasures and the Player is not forced to take part in the Plot.
Instead, the PC can become a town thief, a farmer, a vagabond, a blacksmith, guard or even a pleasure seeker without much experience in any way of life.
To become wealthy enough to settle, powerful enough to master Sorcery, strong and agile enough to become the greatest adventurer of the setting are just a few of the goals that the Player might choose.
The RTS aspect of the video game is the management of the PC and any followers chosen by the Player as well as owned buildings, inventories and land.
As the Adventure part of the Simulation is the Array of Actions and the Dialogues, the Simulation is fully explained, the Concept abridges what the game is and what the Player is able to do. All of which are further explained in full within the Game Framework part of the design document.
And the Player is essentially able to do everything and anything. From buying a flagon of cold mead in a roadside tavern in order to destress his PC to working in a silver mine or befriending and falling in love with a Character that the Player deems interesting.
The Player can enjoy a primarily mouse/keyboard oriented experience that can be easily translated into a gamepad controller experience.