Quoted By:
Sorry. Life threw me up shit's creek. I was just called and my mother fell ill. I have to go to see her a few states away and I don't think I'll be able to write in a state like this. Fuck, man. I really did want to write this quest as a way to flesh out my headcannons and of the characters of me and my friends made in game.
I don't think I'll be able to come back to this anytime soon, but I hate being left on an abrupt stop as much anyone else here, so I'm going to share the plans I had in mind.
This was basically a tutorial for how I wanted to handle fights and dice rolls, and for that, I think I did ok. Realized too late that in avoiding heavy lore drops, I didn't explain enough of the setting of NGS. I didn't want to explain about all the regions because this quest wasn't going to take place here for long. Instead it was going to take place in the Engima, a place removed from Halpha.
I'd justify the sudden relocation with a canon event in the game, in which Creative Spaces were discovered accessible though teleporters. Instead of the expected destination, a batch of the first pioneers would have their teleport hijacked. I'd heavily incentivize you guys to be on that first batch, though I did have a plan if that didn't happen. The story of Halpha, the planet where NGS takes place on was that it was an experiment to create people strong enough to fight another threat, the Starless. DOLLS were artificial recreations of Starless. The leader of this experiment, Zephetto, went off to face the Starless arriving on Halpha, confident that the experiment finally created a success, which was the one who killed Dark Falz.
Zephetto went missing, leaving a power vacuum in place for the experiment. Enigma being separate from Halpha meant I was more open to using settings from PSO2 classic since the four regions of Halpha was hard defined. It would've been run by Pinno, a second in command of sorts to Zephetto.
In contrast to the Parsi being inspired by Dark Falz's defeat, Pinno would've seen the Starless arrive and just give up on the original experiment. The Starless decimated ARKS a long time ago after all, and now they're here again. Might as well have his fun. He'd run Enigma more openly, treating it like a death game. Pitting ARKS Defenders in heavily unfavorable situations, he wanted to see them turn just as hopeless as he was before they died. Metawise, the scenarios I would've written are taken from PSO2's challenge mode. He'd go from the collected, uncaring character, to losing his cool the further along you survived and undermine his intent. Eventually, Central City would find Engima and depending on how far unhinged he became, he'd either give up and suicide, leaving Central to figure out how to extract everyone or make a final stand, unleashing his DOLLS forces on Halpha in an organized manner, instead of the usual freely roaming kind that populate the place. Either way, Pinno's end marks the end of the quest as I intended.