Author Topic: What kind of player-run quests would you like?  (Read 643 times)

Krissanasli

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What kind of player-run quests would you like?
« on: July 28, 2004, 07:37:10 pm »
Since it\'s become a hot new trend (to which I\'m actively participating), I\'ve decided to start a sort of poll on it.  A quest is considered player-run if players set up the plot, run the \"NPCs\" and generally coordinate it. I\'m planning to start a chain of such quests myself, and the answers to these questions will probably help me along...

1.How would you like to be informed of quests? Should a message appear on the forums? How detailed should it be? Or would you rather find out about everything in-game?

2.What subject do you prefer? Treachery? Mysterious knowledge? Bandit-bashing? Social uproar? Lost treasure?

3.How do you prefer to solve quests? Do you enjoy using your brains, your fists or your persuasive powers?

4.Do you prefer quests specifically assigned to you, or the sort where you might compete with many other people?

5.What kind of risks would you be willing to take, throughout the quest? Should it be perfectly harmless, or would you be willing to lose your character along the way?

6.How complicated do you want quests to be? Should they have tons of \"NPCs\" and features woven into a complex plot, or should they be more simple affairs?

7.For that matter, do you prefer open-ended quests, or prefabricated ones? Do you want the \"NPCs\" to follow a script, or should they act according to the whims of their players?

8.Do you believe quests should have a reward? Which would it be?

Cybio Kingfist

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« Reply #1 on: July 28, 2004, 07:45:46 pm »
1. It would be more interesting, I think, if we found out in game and with no help finding it, like the quests are now.

2. Social uproar and Lost treasure would grab attention, but maybe something like assasinating a certain guy?

3. When mind control doesn\'t work, I resort to fists.

4. Quests assigned specifically to myself make me feel better, because I\'m doing something nobody else might be doing, but more people would make it more challenging and more exciting.

5. I would fight along the way if it came to that, and if I lost my character, that would stink but it was my choice to accept the quest. I hear there\'s a way out of the dead realm anyway.

6. Average complication. Make it tough but not impossible.

7. SInce NPC mean \'non player character\' I\'d have to go with scripts, though maybe you can have different scripts for each npc and change them occasionally.

8. Money\'s a good priza, you can make information a required item for another quest and have it as a prize in another one, or maybe a small item.
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FlippySeal

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« Reply #2 on: July 28, 2004, 07:46:24 pm »
2. Trechery and Mysterious knowledge. With a dose of Social Uproar!
3. All of the Above
4.yes
5.I\'ll die for something. There IS a way out of the death realm.
6.open-ended
7.Woven in with the storyline, but understandable!
8. I think that there shouldn\'t be one-of-a-kind object given as a prize. Money works. or maybe something magical giving someone a bonus.
« Last Edit: July 28, 2004, 07:50:59 pm by FlippySeal »

AendarCallenlasse

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« Reply #3 on: July 29, 2004, 01:52:29 am »
Quests are always better when they\'re more detailed and able to involve numerous people at once.

And if you need an NPC I\'ll be happy to do it.

Only n00bs don't quote themselves...
<Aendar>...

Parts

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« Reply #4 on: July 29, 2004, 06:47:08 pm »
A nice touch could be \'secret\' PRQs

You could hide information and clues around the planeshift website and other participating fansites to make up the structure of the \'secret\' quest.

Makes it even more fun I think :) - What do you reckon?
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