Originally posted by RonHiler
Well, I wasn\'t thinking about a menu selection. My thought was that some quests are designed in each of the different manners we\'ve been talking about. One quest would use questspace (I like that term, did you make that up Seytra?) and would be on a three month timer, another quest would be repeatable at a random location, another quest would be one time only at a constant location, and so on.
I think this would allow players to gravitate toward the types of quests they prefer.
Yes, I made it up, glad you like it!
As for the selection of the quest system to use: How would you implement it if not as menu selection (without hurting immersion)? How would the player know before accepting the quest?
OK, I didn`t think of giving the option of entirely differet systems (questspace, random, general-access, on-time, etc.), but only to choose whether or not the player wishes to have the quests in a questspace, essentially not changing the quest itself, only whether others will share it or not. The exact same quest, either in traditional MMORPG style or in questspace style.
Of course, if we add several different systems this choice would not suffice.
@ AO system: I also meant to have special entryways (mostly doors, perhabps scrolls, paintings, etc.), not entire areas but obviously I failed to get it accross.

I agree that it\'d most likely not work well with the randomisation idea, so randomised quests would not be inside questspaces, but as they are designed to be analternative to questspaces, they don\'t need to.
I think we all agree that option A): immense amount of different quests, is preferrable but also very hard to accomplish

Well, different quest rewards _are_ a problem. I strongly believe that there should be _almost zero_ special items to be gotten through quests (or any other way). The quests that _do_ have these items should be given to players only if they solved a number of prerequisite quests (that would be a tiny subset of the available ones, i.e. you need to solve 5 quest types (assassination, fed-ex, rescue, espionage, tournament), but of each type there are 1000 different ones available. Either you could randomly select wich ones will be prerequisites for any particular player, or all will equally do.
Not a perfect solution, though.
I mean, I _love_ special items, but that is also why I wish them to be _really_ scarce, no \"sword +1\" at all, only the \"enchanted sword of the shadows\", the \"singing sword of the dance\", etc. (and only exactly _one_ of each _in the entire game_).
Also, the quest, but maybe not the special reward should depend on what the player does (i.e., if it is an assassin who likes bows and also heals, whatever).
However, this would require much work, unless the special items are based on a general system that is flexible enough to give, say, 1000 unique items.
You know, I really _hated_ to find \"the sword of the ursurper\" (or whatever it was called) in a dungeon, only to be able to buy _a second one_ in the next shop I visited. Takes all joy out of getting seemingly unique items.

This would allow most quests to be rewarded fairly equally, making only the special ones a choice, which wouldn\'t hurt that much as they\'re going to be \"once in a RL year\" opportunities, making the reward valuable all by it\'s rarity alone (well, it should still be usable), abd the rarity of them makes balancing less hard as well. It would overcome the item inflation present on all computer RPGs that I know of.