Post by Guest on Jun 10, 2010 23:04:58 GMT
Alright, with the hope of an editor on the horizon, I started coming up with ideas for new missions. I know we have a lot already, but something I always wanted to see more of was puzzle-based levels (i.e. not just scaring everyone off or getting ghosts under wards). That stated, I have concrete ideas for two missions and some loose ideas for others. Obvious not all of these are puzzle missions, though, as that would get boring. If these seem too close to other ideas, I apologize.
Background: 15 years have passes since the first game, and life have returned to normality in Gravenville. Our old friends, the Hutz family, will play a prominent role, but the krauss/brunner story line have too little info to be viable.
1. Wedding Bashers
Carol-Anne Hutz has become quite popular in Gravenville a 'ghost-guru' sorts. She has been quite influential in convincing her fellow mortal to believe in ghosts. It is now her wedding day, and while this would not normally be of any importance, her fiance is a noted skeptic, who has never lost an argument. His marriage to will cause her, and subsequently the town, to stop believing in ghost, making our job much harder. We must stop the ceremony, or change Eric's mind!
Haunting: some religious/community building, 2 floors, sancutuary where wedding is to be held, banquet hall, bathrooms, confessional or janitors closet, dressing rooms for bride/groom
Restless Spirits:
Janine-An event planner
"No! No! NOOO! This is MY wedding! Wel, I'm in charge of it, anyway! I don't care for this Nancy Griffith, bring her to me!"
Epitaph: A slightly overzelous caterer, Janine decided to charge full speed into the chafing dishes to prevent the bride from getting thingytail sauce on her gown."
Apparition-fetter emotional
Powers:
Stop at once: freezes all mortals in room in place
Line up: all objects in room are place in straight line in air, causes heavy belief
To free: just bring Nancy into the banquet hall, Janine will handle the rest!
Mortals:
Carol-Anne Hutz
Marcia Hutz
Diane Hutz
Steve Hutz
Bobby Hutz
Greg Hutz
Gramma Hutz (Granpa Hutz is late)
All of our old friends have aged
Hannah Hutz-Greg's wife, low belief, low willpower
Judge Horoatio Shermann- Justice of the peace
Eric Holdner-Finace of Carol-Anne
Nancy Griffith- Event Coordinator
Genise Holdner-Eric's Mother
Frank Holdner- Eric's father, in wheelchair
Stephan Gerig- Carol-Anne's old flame, still loves her
Objective: This mission is trickier than it seems. There are 3 possible ways to succeed.
1. Make Eric Believe in ghosts
-Eric has VERY high willpower and NO belief, so this will be a harder version of Deadfellas is played this way
2. Scare Eric away
-hard because of above plus Diane and Nancy will not let anything ruin Carol-Anne's big day. They will not allow him to flee.
3. Help Stephan get Carol-Anne back
-This is one of the hardest ways to win, and the most puzzle based.
Carol-Anne's something old is a photo scrapbook, containing images of her and stephan. She needs to see this. A telekenetic power will get it to where she can see it.
After this, Stephan needs to meet with Carol-Anne away from prying eyes. He can't even get inside until Nancy and Diane are both otherwise occupied or gone.
Finally, Eric must be encouraged to break it off with Carol-Anne, as she loves them both. There is a copy of Eric's book, 'Your stupid if you believe in ghosts', on the gift table. Kenesis or a similar power will bring it to the floor, where Eric will see it. He will confront Carol-Anne about her belief in ghosts, causing her to cry. This will lead to a confrontation between The Hutz and The Holdners ending with Eric leaving Carol-Anne at the atlar to marry Stephan.
The reason the ghosts are so invested in the mortals' lives in this mission, is that I have always liked the wacky ways the mortals in GM behave with each other when provoked.
2. The Mischevious Candidate
Since we have caused the previous mafia don to become a raving, paranoid lunatic, a certain Ray Hill has become the new head of the Gravenville Casa Nostra. Hill's success has made him vain, and he is also a skeptic now. His criminal connections have helped him to become a local politician of some importance. Recently, however, a new movement to oust him has taken hold, and Hill's political party has been forced to hold a nominating convention. Punish Ray Hill for his arrogance, defeat him at ballot box, or make him unfit for office!
Haunting: an old warehouse, a front for Ray's mafia. 2 floors, second floor is only partial, with a foreman's office serving as Ray Hill's center of operations. Secret room on first floor has evidence of ray hill's crimes (i.e. money, drugs, body bags, etc.). First floor also has stage.
Restless Spirits:
Canvass- A former staffer for Ray's opposition, bloody axe in head
"Hehe... Looks like I gotta a little too close to something big. Oh well, that's behind me. Hey could ya do me a favor? Bring me some dirt so I know I'm right."
Horde (Inside/Outside)
Powers: Normal horde powers, but with campaign buttons, fliers, yard signs, and posters assaulting the victim
Spooky Surprise: Flies around chasing mortal while laughing, blood spurting from campaign button violently shoved into his chest
To free: Scare away the door guards of the secret room, get an opposition member in there. They will find a folder with evidence, and will carry it until scared. Get this mortal to the ghost.
Mortals:
Ray Hill
Stewart Smith-Opposistion
Rush Carville-Hill's Handler
Elaine Jameson- Election Judge
5 mafia delegates
5 opposition delegate
6 goons
3 interns
Objective: While this mission seems to be about one mortal, it is actually about several.
1. Win party Primary
This might seem boring and political, but it is actually quite interesting.
There are essentially two teams of mortals, Opposition and Hill supporters. The goal is to drive insane/ away the mortals supporting Hill while leaving the opposition intact. This is made harder by the fact that mafia goons are blocking the exits, preventing any supporters from fleeing. Additionally, if things stay too calm for at least 15 minutes, then the voting will take place regardless if you will win or not, though it can be disrupted.
2. Expose hill as a criminal
This is similar to how you free Canvass, but you must use a specific mortal, in this case the opposition candidate, Stewart Smith.
3. Let people see that Hill is visibly insane/ a coward
Drive Hill away (remembering door goons), or Drive him insane and let people see him (only one supporter needs to see him).
This latter way is hard because once he is driven insane, Hill's Handler, Rush Carville, will lead him to his office and lock him in. The key will be placed in the secret room. Any mortal who sees the key will pick it up, and if lead to Hill's door, will unlock it.
Now for some general ideas:
A Slope too far
A skiing mission taking place a something looking like a Swiss ski chalet, with many skiers, instructors, personnel, and a ski lift.
Ghosts include a milkmaid wraith who is basically a cow in a german/ swiss dress and is crying for her lost love (was not a cow until death) and a wiped out snowboarder horror in a mangled mess of body and snow.
Basic goal of driving off developers who want to destroy historic chalet, similar to spooky hollow.
My Big, Fat, Greek Haunting
An immigrant neighborhood, basically only here to facilitate a medusa ghost.
We could also use some museum and hotel missions.
Now one last idea
I've been dying for some kind of big box store mission. A wide open haunting, with a ton of mortals, kind of a big free for all.
Background: 15 years have passes since the first game, and life have returned to normality in Gravenville. Our old friends, the Hutz family, will play a prominent role, but the krauss/brunner story line have too little info to be viable.
1. Wedding Bashers
Carol-Anne Hutz has become quite popular in Gravenville a 'ghost-guru' sorts. She has been quite influential in convincing her fellow mortal to believe in ghosts. It is now her wedding day, and while this would not normally be of any importance, her fiance is a noted skeptic, who has never lost an argument. His marriage to will cause her, and subsequently the town, to stop believing in ghost, making our job much harder. We must stop the ceremony, or change Eric's mind!
Haunting: some religious/community building, 2 floors, sancutuary where wedding is to be held, banquet hall, bathrooms, confessional or janitors closet, dressing rooms for bride/groom
Restless Spirits:
Janine-An event planner
"No! No! NOOO! This is MY wedding! Wel, I'm in charge of it, anyway! I don't care for this Nancy Griffith, bring her to me!"
Epitaph: A slightly overzelous caterer, Janine decided to charge full speed into the chafing dishes to prevent the bride from getting thingytail sauce on her gown."
Apparition-fetter emotional
Powers:
Stop at once: freezes all mortals in room in place
Line up: all objects in room are place in straight line in air, causes heavy belief
To free: just bring Nancy into the banquet hall, Janine will handle the rest!
Mortals:
Carol-Anne Hutz
Marcia Hutz
Diane Hutz
Steve Hutz
Bobby Hutz
Greg Hutz
Gramma Hutz (Granpa Hutz is late)
All of our old friends have aged
Hannah Hutz-Greg's wife, low belief, low willpower
Judge Horoatio Shermann- Justice of the peace
Eric Holdner-Finace of Carol-Anne
Nancy Griffith- Event Coordinator
Genise Holdner-Eric's Mother
Frank Holdner- Eric's father, in wheelchair
Stephan Gerig- Carol-Anne's old flame, still loves her
Objective: This mission is trickier than it seems. There are 3 possible ways to succeed.
1. Make Eric Believe in ghosts
-Eric has VERY high willpower and NO belief, so this will be a harder version of Deadfellas is played this way
2. Scare Eric away
-hard because of above plus Diane and Nancy will not let anything ruin Carol-Anne's big day. They will not allow him to flee.
3. Help Stephan get Carol-Anne back
-This is one of the hardest ways to win, and the most puzzle based.
Carol-Anne's something old is a photo scrapbook, containing images of her and stephan. She needs to see this. A telekenetic power will get it to where she can see it.
After this, Stephan needs to meet with Carol-Anne away from prying eyes. He can't even get inside until Nancy and Diane are both otherwise occupied or gone.
Finally, Eric must be encouraged to break it off with Carol-Anne, as she loves them both. There is a copy of Eric's book, 'Your stupid if you believe in ghosts', on the gift table. Kenesis or a similar power will bring it to the floor, where Eric will see it. He will confront Carol-Anne about her belief in ghosts, causing her to cry. This will lead to a confrontation between The Hutz and The Holdners ending with Eric leaving Carol-Anne at the atlar to marry Stephan.
The reason the ghosts are so invested in the mortals' lives in this mission, is that I have always liked the wacky ways the mortals in GM behave with each other when provoked.
2. The Mischevious Candidate
Since we have caused the previous mafia don to become a raving, paranoid lunatic, a certain Ray Hill has become the new head of the Gravenville Casa Nostra. Hill's success has made him vain, and he is also a skeptic now. His criminal connections have helped him to become a local politician of some importance. Recently, however, a new movement to oust him has taken hold, and Hill's political party has been forced to hold a nominating convention. Punish Ray Hill for his arrogance, defeat him at ballot box, or make him unfit for office!
Haunting: an old warehouse, a front for Ray's mafia. 2 floors, second floor is only partial, with a foreman's office serving as Ray Hill's center of operations. Secret room on first floor has evidence of ray hill's crimes (i.e. money, drugs, body bags, etc.). First floor also has stage.
Restless Spirits:
Canvass- A former staffer for Ray's opposition, bloody axe in head
"Hehe... Looks like I gotta a little too close to something big. Oh well, that's behind me. Hey could ya do me a favor? Bring me some dirt so I know I'm right."
Horde (Inside/Outside)
Powers: Normal horde powers, but with campaign buttons, fliers, yard signs, and posters assaulting the victim
Spooky Surprise: Flies around chasing mortal while laughing, blood spurting from campaign button violently shoved into his chest
To free: Scare away the door guards of the secret room, get an opposition member in there. They will find a folder with evidence, and will carry it until scared. Get this mortal to the ghost.
Mortals:
Ray Hill
Stewart Smith-Opposistion
Rush Carville-Hill's Handler
Elaine Jameson- Election Judge
5 mafia delegates
5 opposition delegate
6 goons
3 interns
Objective: While this mission seems to be about one mortal, it is actually about several.
1. Win party Primary
This might seem boring and political, but it is actually quite interesting.
There are essentially two teams of mortals, Opposition and Hill supporters. The goal is to drive insane/ away the mortals supporting Hill while leaving the opposition intact. This is made harder by the fact that mafia goons are blocking the exits, preventing any supporters from fleeing. Additionally, if things stay too calm for at least 15 minutes, then the voting will take place regardless if you will win or not, though it can be disrupted.
2. Expose hill as a criminal
This is similar to how you free Canvass, but you must use a specific mortal, in this case the opposition candidate, Stewart Smith.
3. Let people see that Hill is visibly insane/ a coward
Drive Hill away (remembering door goons), or Drive him insane and let people see him (only one supporter needs to see him).
This latter way is hard because once he is driven insane, Hill's Handler, Rush Carville, will lead him to his office and lock him in. The key will be placed in the secret room. Any mortal who sees the key will pick it up, and if lead to Hill's door, will unlock it.
Now for some general ideas:
A Slope too far
A skiing mission taking place a something looking like a Swiss ski chalet, with many skiers, instructors, personnel, and a ski lift.
Ghosts include a milkmaid wraith who is basically a cow in a german/ swiss dress and is crying for her lost love (was not a cow until death) and a wiped out snowboarder horror in a mangled mess of body and snow.
Basic goal of driving off developers who want to destroy historic chalet, similar to spooky hollow.
My Big, Fat, Greek Haunting
An immigrant neighborhood, basically only here to facilitate a medusa ghost.
We could also use some museum and hotel missions.
Now one last idea
I've been dying for some kind of big box store mission. A wide open haunting, with a ton of mortals, kind of a big free for all.