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A 1-4 player co-operative story driven exploration game in a world on the brink of annihilation
A 1-4 player co-operative story driven exploration game in a world on the brink of annihilation
3,994 backers pledged £360,605 to help bring this project to life.

Gameplay video ETA, Narrative cards

Posted by Grimlord Games (Creator)
74 likes

Dear backers,

The gameplay video is almost ready! Thank you for bearing with us, it will be posted by the end of the week (we'll do another update to announce this)

We also have a second special announcement to make when the gameplay video is posted, but we'll save that for the next update ;)

Weaving narratives

As mentioned previously, we're also using these updates to take a look at each game mechanic in detail. So far we've covered the Trait system and Combat, so this time we'll be talking about the Narrative card decks, and how your decisions early on can impact the future.

In the Everrain we really wanted to convey the sense that your actions can have consequences, and that decisions made early on could impact your game later down the line. What could seem as rather harmless choice can have far reaching consequences in the Everrain...

Signs of a monster attack...
Signs of a monster attack...
On the hunt for the creature
On the hunt for the creature
Hunted to its lair!
Hunted to its lair!

 The other great thing about this system is that each time you play, you'll discover new and interesting storylines. Perhaps on your first playthrough you failed the first test and the story stopped there, or you never even drew the card! The narrative system ensures that each time you play, a different story is told.

See you all for the next, very exciting update!

Lay aloft and loose all sail!

The Grimlord Games Team

Grimlord Games, IluvatarIrmo, and 72 more people like this update.

Comments

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    1. Marcel 'Arcubal' Claxton
      Superbacker
      on

      I understand that there are 4 stories/scenarios - is that true? How do these scenarios work and will there be more (either through SGs or expansions later)? Thx!

    2. Herbert Geekswain on

      @Russonc @Andreas Lieberoth - on the question of knowing the responses, I’m pretty sure Adam mentioned in the TTS that while the beginning text can sometimes be the same, the choice outcomes aren’t so it’s impossible/hard to ‘learn’ the right response game from game. I think this is a really cool and clever detail.

      @Dirk Mantik - yes, the narrator only reads the choices not the outcomes. Grimlord Games also said there’ll be a sleeve or other mechanic to prevent a solo player from seeing the outcomes also

    3. Option on

      Just a quick comment to people worried about the limited number of story cards hurting replayability. There is a very good video game called FTL that uses a lot of similar systems to Everrain (including a story choice at each destination) and having played that game to death, I can say that knowing the possible outcomes of my choices did not hinder my enjoyment of the game since that story component is more for flavor/immersion but it’s the other game systems that make the game fun. Approaching problems and adapting your strategies to make the best use of the random ship/crew upgrades is where the real fun comes in.

    4. Chris Lane on

      It was mentioned already, but going from a cave and then fighting on a ship doesn't make much sense. It would be awesome to have at least some sort of generic land area to fight on for those cases. I'd assume a different layout than the ship combat in that case.

    5. TaisonMor
      Superbacker
      on

      As mentioned previously, card 34 forces you to agree to take the passengers. For the sake of choice, I'd rather have a card asking if you would take them on, and one of the outcomes being to add card 34 to the deck.

      Will the back of the cards to be added later (like 50) be distinguished from the normal cards that go into act decks somehow? Sorting through cards for set-up and take-down sucks.

    6. Grimlord Games 4-time creator on

      Oh, ALL the cards need proofreading 3 times over before going to print John. When inspiration strikes I write and quite a speed and spelling walks the plank :D

    7. John C
      Superbacker
      on

      I love this aspect of the game.

      As noted somewhere, the first card has a proofreading error; it should be "agreed TO take"
      :)

    8. Missing avatar

      Dirk Mantik on

      Can you clarify the rules at this point:

      As far as I understand, the player left of the active player is the "narrator" for events and gets to read the story and the choices.
      Is the intention here that the narrator only reads the choices and is not to tell the active players about the consequences before he makes a decision?

    9. Russonc
      Superbacker
      on

      @Andreas, in a multiplayer game the player next to you reads the card and choices so I'm guessing you wouldn't know the outcome (well the first time you drew the card at least). Not sure how solo would work as you'd certainly know the results before choosing...

      @GG, so how do these work in solo play?

    10. Andreas Lieberoth on

      The choices seen kind of uninteresting, if you know exactly what they will lead to in this act.

      That being said, I like the idea of one choice adding different cards to the next act.

    11. Todd Ferrullo on

      This might be a great mechanic if there were 100 or 200 cards in each deck but with 20 or 10 cards (even doubled with SGs) then it will be repetitive very quickly.

    12. Missing avatar

      Mira Barbian on

      but I also like that you have consequences in the next act

    13. Missing avatar

      Mira Barbian on

      I also would like to see more cards ;)
      That is my main problem that there are not many cards in the game?

    14. Peter "araziel" Cruickshanks
      Superbacker
      on

      But did I agree to take people on my ship? First rule of chose your own adventure/narrative storytelling: keep forced decisions to a minimum, or better yet, avoid them altogether.

      Also looks really fun, but if this is to work I hope we unlock at least twice as many cards to avoid a lot of repetition. Considering they're not all auto-included and it's divided into 4 acts and island/sea the exploration decks seem very slim to me as is.

    15. Rumplestiltskin6 on

      Had to read the first card a few times and realised it must be a typo. Hope there will be extensive proofreading. Looking forward to the game and seeing more goals and optional buys :-)

    16. Mel On KS
      Superbacker
      on

      @Grimlord - Card 34 - I think a preposition is missing and I am bad with grammar.

      I think it should be: " you agreed to take passengers" not "you agreed take passengers

    17. Tim Elk Hedegaard on

      #GG Love this update, but as Santacangelo suggested, it would be great to have two combat zones. One on the ship and One on land. Maybe this could be done with a double sided map piece with Island/cave on One side an A city on the other. This til could then be populated with nodes like the ship, but with the player stationing the exploration crewmembers on the nodes.

    18. Santarcangelo Francesco
      Superbacker
      on

      For me this update gives me other concerns:
      a) in the card 42 we have to spawn an enemy on the deck. What!! I am in a cave, I have found the dwell of the monster, why I have to fight on the deck of the ship. Why do you have not planned some tiles (2/3) only to fight on the island when the story ask us to fight? I can understand the card 35 (I am on the beach and I hear a scream from the ship) but in the last card we change abruptly the scene from the cave to the deck.
      b) if I will remain I will play alone Everrain, in that case how do you think will be possible not rad the outcomes of the choices?

    19. Mark-Ders on

      +1 on adding more duplicates

    20. Grimlord Games 4-time creator on

      @Andrew Candy in duplicates of the card, the scenario plays out differently and one of the choices does lead to as reward!

    21. underAtack
      Superbacker
      on

      @Christian Meier

      Their point, I believe is that unless you somehow manage to make all the same decisions AND pass or fail all the same tests in the same order as before (and with all the same members in your game group), your outcome will be different every time; moreover, as was mentioned, the cards say "add Card X to Y deck", which doesn't guarantee that you'll actually draw that card this game...IMHO, that just heightens the realism of the game, because we don't learn how every story connected to our lives unfolds - when's the last time you read about a murder and actually got all the details related to it, and the sense of closure that comes with knowing the killer was caught?

      It's just my thought on the matter, but I love the idea of this mechanic, and look forward to trying it out!

    22. Grimlord Games 4-time creator on

      Let's start unlocking stretch goals again first :P Happy to explore the idea though Cherusker!

    23. Andrew Candy
      Superbacker
      on

      First card: When last in port you agreed "to" take on passengers for a generous amount of coin.

      Also, Do the players receive the generous amount of coin, or is it just flavor text?

      I'm still liking the game so far, really looking forward to the game play video. :)

    24. Cherusker on

      May I suggest to add more duplicates to the SGs as to increase the variability?

    25. Grimlord Games 4-time creator on

      Just 2, and not all card are duplicated so it's impossible to remember which are and are not

    26. Cherusker on

      @Grimlord: How many duplicates per Card will there be?

    27. Grimlord Games 4-time creator on

      Already ahead of you Christian ;) Cards that offer you a choice, like the Sea Event card #34 above, are often duplicated but with different outcomes. The text reads exactly the same, but the outcomes change so it's impossible to memorise what will happen! Also, remember that the player to your left is your narrator, so you can't read the outcomes before choosing :D

    28. MC on

      Love the card text. But as this is not a campaign/legacy game and the same cards come again and again, this doesn't look like huge replayability. Okay, you didn't choose outcome A the first time, but the second time you did, and from then on you know exactly what will happen?

    29. IluvatarIrmo
      Superbacker
      on

      Great update! Loving this feature of decisions having an impact in a game! Most certainly this will boost replayability a lot! Keep up the good work!