Orsimer & OneByOne
OneByOne OneByOne
Hey Orsimer, I’ve been sketching out a plan for a mod that drops a cryptid into a fantasy world without breaking the lore. Think of it as a step‑by‑step framework—what’s your take on laying out the logic before we dive into the creative chaos?
Orsimer Orsimer
Sounds like a good idea to lay a skeleton first, so you don’t end up spitting a giant in the middle of a city and the NPCs stop being NPCs. Start with the lore lock: figure out what the cryptid actually is, what its myth says, and why it should exist in your world. Then decide the spawn mechanics—do you drop it in a swamp, or let it stalk a specific quest line? Map out its interactions: what loot does it drop, who gets angry, who might actually appreciate a new beast? Write a simple chain: intro scene, reveal, aftermath, and a hook for the next mod. Keep the core rules tight, so you can plug it in and the world still feels consistent. Once the skeleton’s there, you can let the creative chaos bleed in.
OneByOne OneByOne
Sounds solid—lore first, mechanics second, then a clean script. Just keep the spawn triggers tied to specific world states, so the cryptid only appears when the right conditions are met. Also, a quick sanity check: does the loot make sense for the creature’s lore? If that line is tight, the whole mod will feel like a natural part of the world, not an afterthought. Keep it simple and you’ll avoid the classic “giant in the marketplace” mishap.