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List of Cool Quests for a Module/PW


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#1
Ugly_Duck_01

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I'm unfamiliar with quests in NWN2, other then those from the OC, MotB, and SoZ.  Please list some of the quests that you enjoy doing in modules & Persistent Worlds.

 

[Edit]  I need the ideas for the Underdark module/PW I'm making.  Thanks in advance folks!



#2
rjshae

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Try googling: rpg quest ideas.

 

It's probably better to work on the types of quests that you enjoy. That way your interest will show through and others will find it more enjoyable.



#3
Dann-J

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It is mandatory for all RPGs to have some sort of rat-related quest. The challenge is to find new ways to spin the cliche.

 

An even bigger challenge is to somehow find ways to make the standard quest types fresh and interesting:

  • Gather x amount of token y
  • Courier item x from NPC y to NPC z
  • Find and kill creature/NPC x
  • Chaperone NPC x from location y to location z without getting them killed


#4
Morbane

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if the forum search on this version forum works any better than the retired one - then search the forums for "quest"

 

TIP: click the little gear icon next to the search window - i got loads of hits just for the word "quest" that way.



#5
Morbane

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some of the best quest ideas come from old D&D Modules - many have converted PnP adventures for this reason.

 

google "AD&D module pdf" you are very likely to find *something* that way.



#6
ColorsFade

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Morbane has the right of it: you have to do quests the way YOU like to do them. 

 

Building a mod/campaign/game like this is just as creative of a process as making art or writing music. Imagine if your favorite kind of music was hard rock, and then you decided you were going to make your own music. You decided that instead of doing what you really enjoyed, you were going to do what was popular, or what you perceived to be popular, so you decided to write music in the vein of "p!ink" or "Phillip Phillips". That's a far cry from hard rock. People can hear a lack of passion just as much as they hear passion in work you enjoy doing. 

 

So... you gotta do what you enjoy. 

 

I always go back to something I read in a book that I'm a big fan of (more on that later), and the advice is: story is king. It is the single-most important aspect of what you're doing. How do quests further your story? How do they make it better? 

 

Sure, we're building video games here, and quests are a part of it, but I feel they do their job the best when there's some context within the story you're trying to tell. 

 

Kill X monsters is a famous, oft-used quest design, but how can you blend that with the story you're trying to tell, and make it slightly less obvious that you're really sending the player to kill X monsters? 

 

Make it about the story. 

 

As an example from my mod: One of the first quests you do in my mod is go kill 10 rats. Only the character you get the quest from never says, "go kill 10 rats and bring me back their teeth/hides/claws". No. Instead, the quest-giver mentions how the warehouses that store the town's grain and supplies frequently need to be purged of rats. It's a common job that he often hands out to youths. The quest giver doesn't tell you how many rats to kill; just to clear the warehouses out and report back to him. 

 

It's a super-easy quest to setup, but it fits with the lore of the town and the larger story being told. It's a simple quest that gives the player a chance to acquire a meager weapon (before they go slay the rats) and gives them the opportunity to kill a few simple creatures. Nothing complicated, but again - fits in the story. 

 

It's a subtle difference, and any experienced game player immediately recognizes it as a "go kill X creatures quest", but it has some context. It just "feels better", IMO. 

 

Figure out what kind of story you want to tell, and build quests based on that. Side quests are a time to get away from the main story and do some more interesting things, like puzzles and such. 

 

But most of all, go back and think about the quests you enjoyed the most in games you have played. Figure out what it was about those quests that you really enjoyed, and then go build some quests similar to that. 


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#7
Morbane

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...the advice is: story is king.

 

there is a nice mod on the vault called "Immortal"

 

have a look and you'll see it is at the far end of the adventure spectrum - that is, it is a linear story - thats all. very little other than that, but once you see it e.g. play for a bit, at least that extreme will be more apparent. it was very popular when it was first released.