Side Quest, No More Fetching
#1
Posté 16 décembre 2010 - 07:59
Thank you
#2
Posté 16 décembre 2010 - 08:30
There's only a few basic types of quests. It's all about the presentation.
#3
Posté 16 décembre 2010 - 08:55
#4
Posté 16 décembre 2010 - 09:17
#5
Posté 16 décembre 2010 - 09:55
#6
Posté 16 décembre 2010 - 11:06
http://nwn2forums.bi...25579&forum=109
I know the NW Citadel also has a couple lists of quest ideas and basic plot structures.
Basically, though, the things the game engine handles best are killing, talking, and looting. You can spread the killing, talking, and looting over an interesting geography, tie it in into an interesting narrative, or use it to craft an interesting puzzle, but anything more will require a lot of scripting.
Accordingly, I wouldn't worry too much about having too many fetch/fed-ex quests, the fetching is really just a standardized form so that the player can easily understand what's going on. The trick is to take the standard form, and abuse it so thoroughly that something new and interesting results. Just try to think of ridiculous objects to fetch from ridiculous places/persons using ridiculous means, all while overcoming ridiculous obstacles, and you should get some good ideas.
#7
Posté 16 décembre 2010 - 11:20
@ rjhae, I like your thinking, just not sure how to incorporate it into my scenery. But just your direction is already starting to give me fresh ideas.
@ Arkalezth, I totally agree but unfortunately my players aren’t always that understanding so I as a responsible modder I must try.
@ kamal, Yes, totally, just what I was thinking. Thanks !
#8
Posté 16 décembre 2010 - 11:46
Lugaid of the Red Stripes wrote...
Here's that thread Arkalezth mentioned:
http://nwn2forums.bi...25579&forum=109
I know the NW Citadel also has a couple lists of quest ideas and basic plot structures.
Basically, though, the things the game engine handles best are killing, talking, and looting. You can spread the killing, talking, and looting over an interesting geography, tie it in into an interesting narrative, or use it to craft an interesting puzzle, but anything more will require a lot of scripting.
Accordingly, I wouldn't worry too much about having too many fetch/fed-ex quests, the fetching is really just a standardized form so that the player can easily understand what's going on. The trick is to take the standard form, and abuse it so thoroughly that something new and interesting results. Just try to think of ridiculous objects to fetch from ridiculous places/persons using ridiculous means, all while overcoming ridiculous obstacles, and you should get some good ideas.
@ Lugaid, Thanks for the link, yes I believe this is the thread I was thinking about when I first wrote the post.
“killing, talking, and looting” that is so true! LMAO, we can sugar coat it all we want with lawful good characters’ and Paladins. But in reality we are, just a bunch of bandits “killing, talking, and looting”. LOL
“Just try to think of ridiculous objects to fetch from ridiculous places/persons using ridiculous means, all while overcoming ridiculous obstacles, and you should get some good ideas.” Words to mod by! Thanks again Lugaid.
Modifié par Alupinu, 16 décembre 2010 - 11:46 .
#9
Posté 17 décembre 2010 - 03:12
The worst part of fetch is having to go back. It would be more interesting if the story took a surprise turn before you could go back. You could keep thwarting the PC's attempt to go back to the quest giver. Tension could mount to the point where the PC really has motive to go back but can't or has to make a trade off.
The quest giver could show up later, unexpectedly. He could be riding a pony, screaming, "I want my 2 sheckles! I want my 2 sheckles!" It might take some diplomacy to calm him down.
#10
Guest_Chaos Wielder_*
Posté 17 décembre 2010 - 03:42
Guest_Chaos Wielder_*
For instance, I have a ruin in my mod that's filled with Undead. The player has the option of releasing the ruin's natural guardian--a Behemoth--to clear the undead out. Now, if you were quick about it, you could loot the whole dungeon while the spirits get destroyed by the beast. On the other hand, you might rather help the spirits kill it. Then again, you don't have to do anything and just do the dungeon "normally". I think, and hope, these additions make players remember my little dungeons/quests. There's not much on a conceptual level that hasn't been tried before, but it's all about the execution.
#11
Posté 17 décembre 2010 - 04:03
#12
Posté 17 décembre 2010 - 04:35
And, having other events unfold that, seemingly, have nothing to do with the side quest that just makes it harder and harder to complete.
It's like looking at a toaster, that smokes excessively when you use it and one morning you decide, "Damnit, I'm sick and tired of my toast and bagels smelling burnt! I'm gonna fix that toaster right now." And toasters are so simple, even you could fix one, right? So you go to open it, but, there are screws in there that don't use normal standard or phillips screws. Now you have to get a set of Allen wrenches (*hex wrenches, how apropos) and when you get back home, you find out that, you got the wrong wrenches, you have SAE and these are metric. Nope, not going back to the store, you try to make one of the other kind work. It's only a toaster, right?
When you get the cover off, there's all this insulation in the way to keep you from getting to the bottom of the toaster's crumb area, because you already took that little cover off and cleaned it out and that didn't fix it.
Something like that. You start off with something simple and, due to complications, lack of materials, etc, you end up doing a lot more than you thought you were going to have to in order to complete this simple fetch quest.
And, once in a while, you make it easy -- really, really easy -- and when the person that gives you the item the other person wanted (or gets the item the other person had you deliver) they say, "Gosh, I don't know what all the fuss is about. I don't even know why So and So, didn't just bring it themselves? I'm just down the street."
And Chaos and others are also right. It's not about the uniquity of the idea, it's the execution and timing of the events that make it go boom. How many different stories based on Romeo and Juliet are there out there? Thousands! How many stories take a young person and it turns out that they have this saga like series of experiences with the culmination that they are ascending the throne that, up to some point in the story, they didn't realize was theirs already by birth? Thousands!
Here are some thematic elements that have helped many a series along:
Mistaken identity
Overheard only part of a conversation and misconstrued what was going on
Tricked into doing something unpleasant
Punked
Using you as a patsy
Taking a dare
And those can be combined and mixed with serious or comedic overtones and after that, it's all about how the story is told and it's execution.
So don't worry about having the fetch quests, they're something of an unavoidable staple. The trick is to make them work for you in the context of your stories. And just don't beat your players over the head with a one trick pony series of fetch quests.
best regards,
dunniteowl
#13
Posté 17 décembre 2010 - 04:42
For fetch quests there's a couple of questions to ask. I'll give an example and then cover them:
One fetch quest I saw recently was to dig up some flowers for an npc. They gave me a shovel, and I got the custom digging animation when I did it. I dug up enough and returned them for my reward.
Question: "Why don't you do it?". The NPC was standing about 10 meters away from the flowers, facing them (the flowers were not hidden in any way), there was no danger (was on a farm in a town) and the npc was apparently able bodied.
Question: "Why should I do it?" My pc was 5th level. Digging flowers was beneath me. They weren't the secret ingredient to forging the Sword of Goodness +2 I would need to defeat the dragon. The 50 gold or so I would earn would probably be negligible to the amount a 5th level pc would have. And the npc was able bodied, I wasn't helping some old widow.
If a quest just asks to be done for "completeness", it's kind of hollow.
#14
Posté 17 décembre 2010 - 09:53
Looked over my quest in Fanglewood and I’m not as bad as shape as I thought. I have a couple of kill the monster quest, test of morality quest, check on somebody quest, rescue quest and one exploring quest. Bring my total of about 10 side quest so far.
My exploring quests are really not quest at all but secret areas. (Inspired by the original “Duke Nukem 3D”) that the player will get xp for discovering but there is no journal entries.
@NTB, yes I agree the yo-yo thing can get old. So I do have a few quests that are completed at the climax of the quest and the player need not return to his quest giver.
“He could be riding a pony, screaming…” does NWN2 have a horse riding animation? …love to see it.
@CW, execution is key I agree and that’s half my problem. I have used up all the obvious executions, lol I think.
Yes the multiple choice thing I have been trying to implement in Fanglewood being that is one of the gripes that brought MinD score down. I do have a couple of ‘PC holds court’ Pc listens to the npc story and then is forced to decide if the npc should live or die! Alignment shifts will apply of course.
@kamal, I like your idea and I have pondered that same thought in the past. The tough part is how to come up with an idea that makes the player send somebody else to do his bidding. In short why would the player send somebody else to do something he can do himself?
The question thing works well. I use it myself a lot, sometimes too well where I will talk myself out of a quest because of too many questions. LOL
@Dno, well to me that is the different between Running a quest and running an errand. If my lady tells me to go to the store and pick up some milk and I do without incident then that’s an errand but if I get a flat tire along the way now it’s a quest.
I like your list of ideas, particularly the one about a dare. I’m already thinking of the ground work for a dare as I write this.
@ Another factor that I like to point out is environment. A quest should (though it doesn’t always have too.)Make sense in its environment. Fanglewood is a huge deep forist so I really try to get the quest to make sense in that direction. Though I should point out that it is a fantasy world and a good fantasy world anything should be possible.
alupinu
Modifié par Alupinu, 18 décembre 2010 - 05:50 .
#15
Posté 17 décembre 2010 - 10:04
Besides, I think it would be unusual among mods if you could do something like that as an alternate solution to a fetch quest. Also maybe you get some extra xp for doing it. Get the same XP for completing the fetch quest as if you'd done it yourself, but get bonus xp for getting someone else to do it for you, perhaps you had to convince them via diplomacy skill to do so.
#16
Posté 18 décembre 2010 - 05:48
kamalpoe wrote...
Why send someone else to do a fetch quest? "Hey buddy, I'll give you 25 gold if you go get some wood for me." when you're being paid 50 gold to do so. Or you'll do something for them in return. Sure you can ask why the pc isn't doing it himself, but fetch quests are straightforward normally and you want ways to expand on quests.
Besides, I think it would be unusual among mods if you could do something like that as an alternate solution to a fetch quest. Also maybe you get some extra xp for doing it. Get the same XP for completing the fetch quest as if you'd done it yourself, but get bonus xp for getting someone else to do it for you, perhaps you had to convince them via diplomacy skill to do so.
Sure executing the quest in that manner would be interesting but setting up a condition where the player would rather have somebody else complete the quest is still unclear. Case and point: I mow my own lawn because it’s cheaper than having somebody else do it. Maybe a case where race or class is a factor and the pc has no choice. Or a child like npc that tugs on the heart strings of the player and makes him feel like a jack-ass if the pc refuses.
alupinu
Modifié par Alupinu, 18 décembre 2010 - 05:48 .
#17
Posté 20 décembre 2010 - 04:14
And that's a really good point. How many old crones, wizened old codgers, little kids, waifs, orphans and pretty damsels in distress can you have in an area with quests to hand out? So if someone's able bodied and right there, it sort of falls apart, no matter the quest.
So you can do things like:
"I'd do it myself, except I have to keep an eye on my three little siblings, since ma's gone. They're a real handful, believe me. Unless of course, you'd rather stay here and keep an eye on the kids while I do it?" (so you now create not only believability, you provide multiple quest branches to the same event. On one hand, you go get the item/thing and let the oldest brother/sister stay home and keep an eye on the siblings -- or, you let them go on the fetch quest and you have to try to ride herd on three unmanageble and unruly kids and still have them relatively unharmed when the eldest gets back to pay and thank you for your 'quality time' with the kids.
"I know I look strong and all, but ever since I got wounded back in the War, I just can't lift anything heavier than a tankard. I'd really appreciate it if you could use that prybar and lift that stone for me."
In your case, you have to find reasons for forest related quests that make sense for your characters.
The Next question kamalpoe asks, "Why should I do it?" is a good one, too. Of course, that's harder to quantify, because each player is going to be different and each person is going to treat their experience in-game and even their point of view on their characters, differently. That said, there has to be some commonality of reference for why someone would bother to take on such requests in the first place. And, honestly, none of it should be rationalized as, "Well, I need the experience, so, okay, I'll do it." And, if it's not plot related, it really shouldn't have an overall impact on the outcome of the game by taking or refusing them.
So, "Why should I do it?" probably would be best taken in the direction of: is there sufficient pathos or emotional motivation to take on the quest? The example of the digging up flowers is a good example of a bad example of a quest. Now, unless that's something like a learning quest for a child level entry into playing an adventure game, things like that are to be avoided.
In the meantime, it can be hard to come up with ideas that make a quest not seem contrived. I like to think of all my quests as more of a sidequest sort of issue. Nothing is necessary and you don't have to do it, but -- as with things that get imposed upon us by others in Real Life, each one is a personal story in someone else's life. And sometimes we can be quite put out by such requests. As long as you can write a dialog that allows for polite -- and possibly not so polite -- refusal of such quests, all is right with your fantasy world.
The same should hold true for accepting such requests. Some folks will do it for the reward; and others will do it out of having a hard time saying, "No." Still others might do it, because it sounds interesting. So having polite -- and possibly not so polite -- acceptance dialog would also further the ease of quest entry. Again, because it provides a set of 'believeable' responses under the circumstances.
My personal take on the whole quest thing is that I tend to make them up as stories in and of themselves. They have no real bearing on the central plot (other than as a sort of time sink that might be avoided) and, as such, hopefully provide a sort of 'slice if life' outside completing your original task. In my case, that would be the main quest.
I do fetch quests, travel quests, information (another form of fetching, actually,) sometimes bodyguard/escort quests, find the missing person quests, and actually do very little in the way of making a Kill Something quest. This is simply out of the fact that, along the way of many a quest, something needs a little killing here and there anyway. The quests are not about adding to that in a purposeful manner -- the combat is a side result of accepting the quests in the first place.
Now, of course a main quest or primary challenge might be to kill the goblin king, or to rid the lands of the Undead Menace. These would involve a substantial amount of implied combat in the quest itself. Then again, those aren't side quests. Those are central, plot-related things, and I like to keep those in perspective -- and separate -- from my side quests as much as possible.
I like to think of side quests as a sort of 'break' from the central theme, as well as that 'slice of life' that happens. No matter what kingdom needs saving, what magical item has to be found and destroyed, or who has been kidnapped and is vital to the success of the Good v Evil central theme of such a plot, these events would unfold.
Meanwhile, kids still get lost in the woods, lovers quarrel, family fortunes get ruined, and the dead sometimes just will not rest until business if complete. They don't care about the overarching plot -- hell, they may not even know about it --- and, as such, have their own personal dramas playing out that are more important to them than who wins that war way off yonder.
I don't know if these ruminations will provide you with any ideas -- or even prove helpful in any way -- it's just that, from the perspective of this haphazard module designer, side quests are just another story. Granted, albeit much smaller and less important to the outcome of the central theme, but no less important to the characters as they would be to your next door neighbor, or your cousin on the other side of town, etc, if they attempted to impose upon you to be included in their own personal story of the moment.
dunniteowl
Modifié par dunniteowl, 20 décembre 2010 - 04:29 .
#18
Posté 20 décembre 2010 - 08:41
- Give the PC a time limit. The healer needs an antidote for his dying mother, but he is missing a rare ingredient. If you cannot fetch the ingredient until the next morning, the mother dies. This is especially challenging if resting takes time, and you have to do the quest with your currently available spells and feats.
- I like quests where something unexpected happens. Start as an ordinary FedEx quest, someone wants the old amulet of his brother, but they do not speak with each other. When you finally get the amulet (you have to pickpocket it from his neck), you realize that it was all an evil plot, because the amulet is cursed, and can only be removed from your neck by violence or theft (thanks rjshae for the idea with the cursed item). Now you have to hang around in the seediest areas of the cities, hoping that some pickpocket steals the amulet (but take care, some robbers might kill you when trying to get the amulet).
#19
Posté 20 décembre 2010 - 11:22
#20
Posté 21 décembre 2010 - 01:52
dno
#21
Posté 22 décembre 2010 - 05:42
@Dno, thanks for your very detailed comment. You put a lot of things into a whole new prospective. Basically what I got from that was not to stress the small stuff, lol.
Sounds like we approach with similar insight, most of my side quest are really mini modules in themselves. Though I don’t always provide a full background but sometimes that can add to the mystery.
I am putting a lot of effort into giving players a lot of choices with my side quest. I like the part about always making sure the player has a choice in the quest, “because it provides a set of 'believable' responses under the circumstances.. “.That was one of my big mistakes with Mind is that I forced quest on my players and not giving them a choice.
@diophant, like the idea of a timed quest but I don’t have the scripting skills to come up with the code for a timer. But if I come across the code I would like to attempt something like that.
Your second quest sounds great and I will try and remember it for future mods. Unfortunately it doesn’t totally agree with my setting. How much pick-pocketing goes on in a deep forest?
@rjshae, funny because there is a working prostitute in MinD but she doesn’t give any clues to side quest or anything, she just there for fun and not much else. I do like your idea of a prostitute giving clues to future quest of furthering the main quest. Let me work on that, maybe I can take it someplace.
Thanks again everybody for your time and comments
alupinu
#22
Posté 23 décembre 2010 - 10:54
@alupinu - I did not think lack of choice was an issue in MinD. I am not sure which player would turn down a side quest. Having choice on how to complete a quest is always good though
I like side quests which develop the plot or the theme of the mod, so they feel in place. All of my mods to date concern the happenings just after the war with the King of Shadows. Thus the soldiers tales which you all so kindly helped me with in another thread deals with a person fresh back from that battle, he is now a drunken bum living in the tenements in Thunder bay and needs help. It is a side quest but it builds on the overall theme of the module.
Also in the tenements are a number of working girls, they are certaily not there for comedy. The man that runs them is one of the nastiest villains I have put into my mod (and I have some nasty ones). I am unsure how to handle these as I am unsure about ratings. Marrians tale is my other principle side quest, she is a prostitute but I am unsure how to handle her (no pun intended). Part of me says the average player out there is 30+ and male therefore I can write what I like and if it is not liked then so be it. I am also wary of younger players, the rating we give does not restrict it only informs.
Hope that adds something, sorry if I am repeating.
PJ
#23
Posté 23 décembre 2010 - 11:32
Alupinu wrote...
@diophant, like the idea of a timed quest but I don’t have the scripting skills to come up with the code for a timer. But if I come across the code I would like to attempt something like that.
It's not suitable for a long-term timed quest (e.g. get the cure before I die 12 days later), but you could try my countdown timer UI.
Modifié par The Fred, 23 décembre 2010 - 11:35 .
#24
Posté 23 décembre 2010 - 03:18
In my particular case, I can write around it, but as far as my PnP module designs go, the more time you spend being distracted, the more difficult your main quest is likely to be. In NWN2, that really isn't the case and, as such, the side quests I make at this point are more of a 'break' from the tension of the main quest. Even so, I don't sweat too many of the small details, like tying up all the loose ends. In RL (*which is where I get a lot of my twisted ideas) a lot of things happen and occur around you and you never get the opportunity to find out what happened next. Your part is done in the drama and others (or time) require you to move along and get along with your life.
That said, I do like to drive the sidequests to some form of noteable closure. Clearly the most traditional closure is to have an NPC (either the quest giver or the quest recipient) inform the PC(party) that they are glad that's all over with and thanks for helping out. However, an untimely demise, a betrayal, or simply running off without paying can also bring a form of closure, perhaps less satisfying as a story, but a bit more believeable under the appropriate circumstances.
The Fred, does your countdown timer only work for, say, a minute or two, or can it be set to longer actual times?
dunniteowl
#25
Posté 23 décembre 2010 - 05:40
This is my situation, I have a bunch of side quest and a main quest. My main quest starts off as a basic first level adventure but as it advances it quickly gets harder. As a matter of fact it gets so hard so fast that unless the party does some of the side quest for extra XP they will find themselves quickly out matched. But of course if the party does all the side quest then the main quest is do-able even a little easy. So what can I do to insure a more balanced play?
So far the only things that I can come up with for more balanced is ‘encounter triggers’ and a little common sense. (Goblins don’t belong in Dragon lairs and Dragons don’t belong in Goblin dens.)
I do have some issues with encounter triggers but that is better saved for another post at another time.
So in short the question is now how to get a better sense of balance between my main quest and my side quest?
Also did I mention that I’m trying to make it possible to play my campaign solo if you so choose.
alupinu





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