I've been thinking about what made the Dragonkin such an all-encompassing, overwhelming threat, a shadow of doom looming over all of Gielinor. That ending is a big part of what made RotM, and the 6th Age robbed us of this imminent plotline. With the SoJ destroyed, there's pretty much no chance of seeing our grand scale, futile resistance against the Kin.
A big part of it was how effortlessly they dispatched an enemy we'd spent the two most in depth, demanding quests in the game trying, and failing, to repel, even with the aid of the world's most powerful beings. While this creates shock and foreboding, it's not the sort of thing you can do every day without ruining the story.
Another big part was how shrouded they were in mystery, how we only discovered them in bits and pieces - a mural on a ruined world, some scant research by Movario (indicating that there was so little because no one actually lived to tell of them). No way to rectify that now, but I think my revisionist 6th Age does a little better.
A more specific incident, though, is the vision at the end of RotM, our dying allies, playing on our greatest fears and forcing us to relive our most horrible failures, subjecting us to disturbing tableaus we couldn't fully understand. This
psychological
aspect of the Kin's terror has gone completely unexplored since, and I think could restore some good old dread.
Here's a dumb way I'd slot it into my silly outline~
Hero's Welcome:
Adventurer and V assemble team of powerful wizards (Elriss, Finix, etc) to help lay the trap at Astral altar. Tarshak slaughters many, before entering our mind, putting us in strange plane surrounded by allies - including the WGS heroes, Thaerisk, Cres, and Guthix. Each says a single sentence and dies as we approach them - everyone we care for hurt by our acts, life is suffering, destined to grow decrepit and see more violence. Isn't it better to end suffering, threat of war, for all? We finally break free, trap succeeds.
13-Jan-2017 23:38:57