Extra Quest Templates
Posted: Wed Jun 18, 2014 4:55 pm
Something that I'll be working on in the next little bit is getting extra templates for types of static quests (as we currently only really have conversation-based quest advancement, a very narrow "kill this one thing" type quest advancement, and old/deprecated/oh-my-gawd-don't-use-this-it's-been-broken-since-2008 escort type quest advancemetn, and a "trip this trigger and get this thing out of the placeable" type quest advancement).
The three that seem like they would be the biggest bang for the buck would be
-- a search and destroy type quest ("find the goblins supply lines and break their wagons" -- valuable because it could be done stealthily),
-- an area-clearing type quest ("find the goblin scouting parties and kill off all of the scouts" [that is, unlike the current murder quests, you'll have to kill everything instead of just one thing -- valuable because it can't be beaten by shooting your best spell at the important guy and leaving a Looney Toons style dust cloud behind as you run away])
-- and a defense quest ("the goblin warband is coming down from the hills. You need to hold the ground at this pass [and will fail if you withdraw from it]" valuable because it puts a heavy reward on teamwork and gives opportunity to discuss strategy ahead of time).
I could use suggestions for others, but would say that I'm looking to do ACR-level work right now, so detailed storylines won't really help here-- we're lookin for more the level of story element or event here, and it would ideally be the sort that could be rewritten or rebranded into multiple contexts (that is, one doesn't have to defend agaisnt goblins, specifically-- though we are looking at roughly the level of specificity to say "you must hold this ground against something that will be trying to make you not," which is why ALFA could probably use some more)
The three that seem like they would be the biggest bang for the buck would be
-- a search and destroy type quest ("find the goblins supply lines and break their wagons" -- valuable because it could be done stealthily),
-- an area-clearing type quest ("find the goblin scouting parties and kill off all of the scouts" [that is, unlike the current murder quests, you'll have to kill everything instead of just one thing -- valuable because it can't be beaten by shooting your best spell at the important guy and leaving a Looney Toons style dust cloud behind as you run away])
-- and a defense quest ("the goblin warband is coming down from the hills. You need to hold the ground at this pass [and will fail if you withdraw from it]" valuable because it puts a heavy reward on teamwork and gives opportunity to discuss strategy ahead of time).
I could use suggestions for others, but would say that I'm looking to do ACR-level work right now, so detailed storylines won't really help here-- we're lookin for more the level of story element or event here, and it would ideally be the sort that could be rewritten or rebranded into multiple contexts (that is, one doesn't have to defend agaisnt goblins, specifically-- though we are looking at roughly the level of specificity to say "you must hold this ground against something that will be trying to make you not," which is why ALFA could probably use some more)