Post by Lineaux on Oct 9, 2010 22:27:14 GMT -5
I made this thread for those who are having difficulty coming up with quests or think they may in the future. if you have any other tips besides the ones that I'm putting out here, reply with them! It's not like I know everything there is to know XD
Okay, these are some ways to crank out lots of possible quests that I've seen MMOs do.
Slay the monster Quests. These quests are usually recurring, meaning people can take them on as many times as they want. It usually consists of players being told to slay some monster or monsters, then return to the proctor. After that they get their rewards. These are easy for us because there's not alot of story telling so they work well un-GMed. Players can go as a group, kill a certain amount of these monsters, and then level up. These quests take the place of random leveling.
Quest Strings. Say you want some in-game event to play out, but it is too long for one quest. you can link Quests together like this. Proctor of quest A sends you to investigate something. You kill stuff and report back, Then proctor A sends you to proctor B who has you act on whatever information you acquired from the previous quest. These quests aren't difficult to GM and can be done without GMs if a character in the party is given the information to tell the other players. sorta like a scavenger hunt.
On-going quests. Quests that re-reward players for giving extended aid to proctors. Proctor A wants you to investigate lots of areas. Simply go to areas and clear the dungeons and report back to said Proctor to receive rewards. This is sorta like the Lucky animal or Chim sphere promotionals from G.U. They usually branch from a starter quest that can only be taken once.
Edit: Quests to introduce areas. You can easily use non-GMed quests to introduce areas that later will have in-depth GMed quests in them. For instance players are told to slay some monster in Field A, and then later on there is a plot-heavy quest involving the birth or multiplication of those same monsters. The quests don't have to necessarily be connected or anything, but it's a nice device to tie all the loose ends up in your server.
I'll add stuff as I come up with stuff, but these are some models that I've come up with for creating variety and simplicity with our new leveling system. you may use these models if you wish. not like I own them or anything. MMOs have been doing these things forever o.0
Okay, these are some ways to crank out lots of possible quests that I've seen MMOs do.
Slay the monster Quests. These quests are usually recurring, meaning people can take them on as many times as they want. It usually consists of players being told to slay some monster or monsters, then return to the proctor. After that they get their rewards. These are easy for us because there's not alot of story telling so they work well un-GMed. Players can go as a group, kill a certain amount of these monsters, and then level up. These quests take the place of random leveling.
Quest Strings. Say you want some in-game event to play out, but it is too long for one quest. you can link Quests together like this. Proctor of quest A sends you to investigate something. You kill stuff and report back, Then proctor A sends you to proctor B who has you act on whatever information you acquired from the previous quest. These quests aren't difficult to GM and can be done without GMs if a character in the party is given the information to tell the other players. sorta like a scavenger hunt.
On-going quests. Quests that re-reward players for giving extended aid to proctors. Proctor A wants you to investigate lots of areas. Simply go to areas and clear the dungeons and report back to said Proctor to receive rewards. This is sorta like the Lucky animal or Chim sphere promotionals from G.U. They usually branch from a starter quest that can only be taken once.
Edit: Quests to introduce areas. You can easily use non-GMed quests to introduce areas that later will have in-depth GMed quests in them. For instance players are told to slay some monster in Field A, and then later on there is a plot-heavy quest involving the birth or multiplication of those same monsters. The quests don't have to necessarily be connected or anything, but it's a nice device to tie all the loose ends up in your server.
I'll add stuff as I come up with stuff, but these are some models that I've come up with for creating variety and simplicity with our new leveling system. you may use these models if you wish. not like I own them or anything. MMOs have been doing these things forever o.0