I had this idea for a vampire story where the townsfolk are suckered into supporting the ever-advancing anti-vampire market ("
New Vampyre-B-Gone(r) garlic! Clinically proven to be more than 10% nore effective in warding vampires than the next leading competitor!"
) while the vampires themselves drummed up demand (pretending to be affected by the various charms for a time) and strong-armed the market; their only true weakness was guilt (which to my mind makes sense, as the horror of vampires is that they seem civilised but act unconsciousably, and if they're born from the victims of disturbing murders and go through their unlife with no sense of moral obligation, introducing a moral obligation like guilt would tear them apart).
The biggest problem with this suggestion is that DROD is a... how can I put this... tactile game. One keypress means one move, one move results in one effect, whether it's Beethro smiting a roach or blowing up a bomb. Beethro's moves always directly affect the game world, or else they affect something that effects the game world in a straightforward manner. This suggestion, to me, seems a little too removed from that to mesh well with the other elements. To me.
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