Nocked! True Tales of Robin Hood

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Four Sheep Leap into the Sea

Robin Hood is the best at what he or she does (sort of like the Wolverine of the Middle Ages; see development blog #3). One of the questions that posed from a design standpoint, however, was how best to allow for meaningful choice and consequence when the player cannot fail? We quickly realized that Robin’s goals were grand societal change, rather than personal happiness. To accomplish that change, Robin would need money, manpower, and political clout – this dovetailed nicely with the legends of the Merry Men; thus was Nocked’s resource management system born.

Robin’s ability to delegate missions and projects is represented by four key resources: Gold, wealth and raw resources; renown, being deeds and accomplishments; men, the number of battle-ready followers; and grace, a measure of the extraordinary pull Robin has on the world. How you, the player, spend these resources – do you listen to Little John and build a tavern, or do you send money to the poor and gain additional recruits? – allows for choice and consequence on a regional level. Normal story choices generate Robin’s resources, so it sets up a neat feedback loop wherein Robin’s personal choices translate into his or her ability to influence the larger world.

Nocked! is your story of Robin Hood, but it’s also the story of your Robin Hood’s effect on Sherwood Forest, Nottingham, and potentially all of England. Spend wisely, and build a legend that will last forever.

Note: The title of this post refers to a particular manner of resource trading in the boardgame, Settlers of Catan.


The Continuing Adventures of Development Robin!

Your choices will decide Robin's fate each week.

Results from last week's adventure:

See this chart in the original post

Part 4 - Home Sweet Home

You confront the Sheriff's forces outside of Friar Tuck's parish. They retreat, vowing to alert the Sheriff and gather a larger force to crush you. The Sheriff's wedding to Marian will only delay him for so long, so Tuck and the Crusaders join you in your retreat to Sherwood forest, bringing both the Church's blessing and years of experience fighting in the Holy Land to your cause. The Crusaders waste no time in training your peasant followers in weapons use and discipline.

Your forces are too numerous to roam from camp to camp. You need a permanent base beneath the green boughs of Sherwood. Somewhere within its depths you know you'll find a home.

Where the buffalo roam...

  1. The King's forest hunting lodge has been taken over by bandits. I drive them off and take it for Robin Hood!
  2. Will Scarlet's fortified castle at the forest edge lies abandoned following his departure for France. I claim it.
  3. I find the tallest grove of trees and have my men build a network of walkways and cabins in the high branches.
  4. The Sheriff & Marian have left for London on their honeymoon. I seize Nottingham Castle in a surprise attack and start redecorating.

The Adventures of Development Robin are complete. Follow the story in subsequent blogs, or read the most recent blog to take part in our new adventure, Marian and the Sheriff, beginning July 26th!

Edge of the Forest, by Amanda Spaid

This is the Nocked! True Tales of Robin Hood development blog. Every week I’ll discuss some aspect of the game’s development, show off some art, and give you the opportunity to create an entirely new Robin Hood story.