The real secret behind qfg was that it was light hearted and humorous. It never took itself seriously...
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I guess what I'm saying is that it's important to make a game where you can kick the grandma's cat and still be a hero. But if being evil doesn't get you to the objective of being a hero, then it doesn't belong in the game.
You have a good point. It is YOUR adventure. I can think of interesting ways of having a war going on while you're lollygagging around the region. You could do it in a very funny way.
I recall an old Star Trek adventure game, even though humor wasn't a factor in it, where you were in a trench in a fabricated WW1 battle and all you did was do little quests for the soldiers in the trenches.
To keep the spirit of humor, I could see a Gomer Pile (Pyle?) kinda feel to it. The whole show was based on the military and the setting took place during the Vietnam War, but not once in the show did they even mention the word Vietnam.
Monty Python comes to mind on good military humor for inspiration.
I've kept this thread on my mind in the past week and kept thinking of scenarios of how it could work.
Heck, the way storywriting goes, you could make a whole game just about a war, but keep it humorous and not even fight the enemy of the people you're being the hero for. Perhaps your goal is to find what actually started the war, who started it (who doesn't have to be fighting in the war), and how to end it. Many wars in history were started from trivial issues.
I look back at that post I made and wish I could take some of it back, because possibilities are endless in storywriting.
However, my opinion still stands on the point where I would like the Hero#'s to stay away from turning into hack and slash "I got points for killing someone" games.