|
Post by Zealote on Feb 27, 2009 1:13:22 GMT -5
Hahaha but the nurse would see. But its a nice twist
|
|
|
Post by DM Sir Carnifex on Feb 27, 2009 1:17:05 GMT -5
Here you go for options:
1.) Use your heal skill (or spells) to help heal him. (good)
2.) Do a quick fix and pour a potion of Bull's Strength or Bear's Endurance into his drink. (chaotic)
3.) Drop some poison in and skedaddle (Evil 2 points)
4.) Steal his possessions while he's laid up in bed. (Evil 1 point)
5.) Walk away because you are entirely useless. (No alignment shift)
|
|
|
Post by Zealote on Feb 27, 2009 1:23:59 GMT -5
lol awesome, you see how many options you can have with a silly quest? Keep posting bubba, give some comments on my other ideas too.
|
|
|
Post by tristanvaneer on Mar 2, 2009 10:29:57 GMT -5
I think that it would be nice for DMs to gather a group of five, six or seven players and create an "adventuring company". Every thursday or something those characters would meet up with that DM and continue their adventure from the previous week. During the rest of the time the players can play whatever characters that they want to but for that one day a week or whatever the DM arranges with his players they will focus on that core group and the story that they are involved in. It'd be like meeting up with your friends on the weekend for a game or something like that.
|
|
steelforgedsword
Senior Member
"Is anything more scary than Homer Simpson with a Gun?"
Posts: 335
|
Post by steelforgedsword on Mar 2, 2009 10:58:52 GMT -5
I'm all for this, any events that's going on...I'd like to be involved in. Great way to rp and meet people.
To be honest, I'm so new here, I find it a challenge to find stuff to jump in on and get involved in. I stare at the online list and my head begins spin...
|
|
|
Post by DM Sir Carnifex on Mar 2, 2009 14:12:08 GMT -5
I think that it would be nice for DMs to gather a group of five, six or seven players and create an "adventuring company". Every thursday or something those characters would meet up with that DM and continue their adventure from the previous week. During the rest of the time the players can play whatever characters that they want to but for that one day a week or whatever the DM arranges with his players they will focus on that core group and the story that they are involved in. It'd be like meeting up with your friends on the weekend for a game or something like that. However, this thread is about ideas for solo quests that do not have DM involvement, such as Maltz or the Troll Hide quest. As to your suggestion, I think it may be a bit harder to always meet at a set time, not to mention we really do not have enough DMs to have one focus on just a few players.
|
|
|
Post by Zealote on Mar 5, 2009 17:50:00 GMT -5
Quest idea:
At the arena, the Beast Master needs new beasts to use in fights.
He asks you to capture a several different mobs, with the lvl increasing after each capture. You can deliver them all or just a few, and the quest will still be avilable untill you capture them all.
In order to capture them, he gives you a special item, something cool, like a ring or a special rope, that you can use when the mob is near death. It has as much charges as mobs you need to capture.
Can start with wolves and go up to frosties.
Easy and fast.
|
|
raenir
Senior Member
Smooching up to the Karma Lords
Quicken Disintigrate (Smile)
Posts: 469
|
Post by raenir on Mar 17, 2009 12:34:30 GMT -5
tristanvaneer's idea has some merit, but lets build onto it, instead of a DM oriented adventuring company have a series of 20-30 quests with incrementing difficulty that require a minimum sized party to do, could make it epic oriented to allow an rp way to progress without monotenus grinding which some people seem to deslike. And you could do a low version version to allow minimum sized groups to gain levels and structured progressive rp.
Like this:
Bunch of level 1's are made, lets say 5 lvl 1's, a Rogue, a Wizard, a Fighter, a Cleric and a Paladin. They party up and find an NPC Archmage/apprenticed wizard that gives them a "Group" quest to do, which leads to another quest and you start to see a NPC story form from this, after each quest is done, assuming the party is the right CR for the quest they should say in the compleation of 1 arc of quests (lets say 3 miniquests) will gain at least 1 level.
And then the quest giver will say "when I have more to do I will come back to you" meaning then the next question will only be availiable next day/week. Im thinking the the early quests level's 1-9 should be daily, but as you get from 11-15 start increasing the gap until epic level quests (that also will give you enough xp for at least 1 level) have a week or 2 week or 1 month gap between them.
This way you have a linear level progression, automatic quests, incentive to roleplay and group (because you could boost rp xp for these quests, but maybe make a time limit so they dont try milking the rp xp) and people wont feel bored grinding 20,000 goblins. Sure the super later quests might take some amount of time inbetween but hey its not like epic have that much pressing a need to level at 21 or 22 ish.
Like in WoW where you hve progressive story quests and raids.
|
|
snarg
Member
Flasmix Kor'ali
Posts: 46
|
Post by snarg on Mar 17, 2009 23:20:47 GMT -5
Alright, here's one quest which leads to others.
Low Levels. Rec. Level 3-6) A distraught woman seeks help outside of her house. When speaking to her, she claims that her house is being haunted by a ghost who only comes out during the night and haunts the basement. If the player goes to the basement during the night, he witnesses the ghost who is non-hostile and can be spoken to. When you speak to him, he tells that he is an ex-thief who retired to help raise his family. His old comrades came to him, asking him for help with a big heist and he said no. They assassinated him, leaving his wife to support her child with no income. The basement he haunts used to be his house, until he died and it was sold. The ghost asks the player to go to the bandit caves and get the item that was stolen.
The player goes to the bandit caves, goes through the entire complex and comes to a crate that can be interacted with. If the quest is active, they can get the statue. If it's not active, nothing happens. This is where things get interesting, the item in general is a rare golden statue, stolen from the temple and worth a lot of money. Here are the possible options and outcomes which are now available... Each option is in the Journal so the player knows what he can do...
A) Fence the item, giving the player a lot less gold than what it's worth. The reasoning, as the fence would say "It's a hot item that is being tracked as we speak. It's putting me in a lot of heat just by taking it!" Upon returning to the ghost and informing him of what has taken place, you get two text options to tell him A) I've fenced the item and I'm keeping the gold. B) I've fenced the item, who do you want me to give the gold to? Both options anger him and he disappears.
B) Return it to the temple. They thank the player for returning the item, saying that it was stolen by bandits recently. The temple gives the player a small reward for returning the artifact. When you go to the ghost to tell them that the item's been returned, he gets angered and disappears.
C) Take the statue back to the ghost who thrilled that you've brought it to him. The ghost vanishes and in his place, a small fire elemental appears to fight the player. The Fire elemental is an easy fight but it serves as a distraction. Upon the fire elemental's death, the player notices that the statue was taken. The players reward is found on the Fire elemental's corpse, which has either gold or a gem.
What the player doesn't know: The Statue itself is worthless, the real prize is what's in a hidden compartment in the statue, which contains a powerful magic ring. The player will not get access to the ring at this level, nor will they learn of it just yet. The ghost was nothing more than an Illusion, the distraught woman was under a Dominate Person spell. The bandits were hired to steal the statue by someone for a high price, instead of having to pay them for their work this person who shall be known as 'The Wizard' fooled the player into getting it for him. If the statue wasn't delivered to The Wizard, he gets it either way by stealing it from the temple or stealing it from the fence. Either way, the player doesn't learn of this outcome.
(What do you guys think? If you like it, I'll continue on with the follow-up quests.)
|
|
nael
Senior Member
42
Posts: 294
|
Post by nael on Mar 27, 2009 0:35:37 GMT -5
tristanvaneer's idea has some merit, but lets build onto it, instead of a DM oriented adventuring company have a series of 20-30 quests with incrementing difficulty that require a minimum sized party to do, could make it epic oriented to allow an rp way to progress without monotenus grinding which some people seem to deslike. And you could do a low version version to allow minimum sized groups to gain levels and structured progressive rp. <snip> Like in WoW where you hve progressive story quests and raids. I like the idea of a set of progressive quests that guide a character along through the leveling process, but I think this should only serve as an introduction to the PW and come to an end around level 6-8 (IMO). After that I think the server would be benefited from having the XP from "grinding" creatures solo in caves drop off steeply. At these levels seeing as we have what seems to me (in the short time I've been here) a healthy number of good DMs, XP should be gained through either DM run events or increasingly difficult quests particular to a dungeon/zone. ADDENDUM: I like the attitude of the Devs for this PW in that they welcome all types of players to the server, but I think the XP gain for killing mobs is a bit on the high side. Especially for melee fighter types. It's not so horrible as it is. I'm just thinking of how unexpectedly easy it's been for me to level my monk solo most of the time so far. And from the couple of hours I have spent playing what I intend on being a Drow mage/thief the balance in terms of ease of leveling is way off. I think most folks can come up with a sufficient build with 6-7 levels given to them through easily soloable quests no matter what archetype they're going for. After that I think the playing field begins to level off and you should be able to either assist a group, or go it alone should you so choose.
|
|
mute83
Active Member
Posts: 196
|
Post by mute83 on Mar 27, 2009 8:26:34 GMT -5
personaly, i dont want it to be lowered, because that makes you have to grind the same areas more, which just gets very borring, and you might lose interrest i would like to see more quest for low levels. (it might just be me who havent found them) just so you feel like you have a reason to go a place and grind (at least the first time ) maybe put some merchents at the merchent camp, outside of the start city, who wants you to kill the bandits (leader) maybe a 300xp reward or so(i dont know how you reward quest)
|
|
|
Post by DEV Akavit on Mar 27, 2009 14:26:45 GMT -5
I'm going to toss out a quick suggestion for a different sort of quest. What I really miss is the possibility to fail a quest(what fun is success when it's automatic?). Perhaps someday it would be possible to have special areas dedicated to a specific quest and geared towards party cooperation rather than solo play. One possible way of going about it would be as follows:
Players receive a quest to retrieve an ancient artifact from an island. The quest starts with players taking a boat from the docks to the area. The catch is however, that only one party can take the quest at any given moment so the starting group will not be able to call for backup if anything goes sour. Once on the island, any player can leave at any time but will will have the quest marked as a failure until it resets two weeks later and will not be able to go back to the island until that time.
The island has access to a dungeon and once it is entered, the door magically locks itself so that no one can leave EXCEPT by finishing the quest and leaving by a different door. Resting would not be allowed in the area and the dungeon would have randomized mob types and dangerous traps sprinkled about. A character that dies in this place can only return to the dungeon if another PC resurrects him. The Myrkul dialogue option will not jump players to this area. Successfully completing the quest involves a boss battle which opens a portal or door for players to leave. Once out of the dungeon, the players can then return to the boat and go back to Baldur's Gate for a reward.
|
|
|
Post by broham2 on Mar 27, 2009 17:12:37 GMT -5
'twould be quite cool.. though it sounds like a lot of scripting.
A great idea to hold onto though.
|
|
nael
Senior Member
42
Posts: 294
|
Post by nael on Mar 27, 2009 17:36:24 GMT -5
I'm going to toss out a quick suggestion for a different sort of quest. What I really miss is the possibility to fail a quest(what fun is success when it's automatic?). Perhaps someday it would be possible to have special areas dedicated to a specific quest and geared towards party cooperation rather than solo play. One possible way of going about it would be as follows: I failed the troll quest. Told the NPC I was tired of his quest being broke and to find some one else to do the job. ;D
|
|
|
Post by baldursgate4 on Mar 28, 2009 1:59:45 GMT -5
I'm a complete newbie to all of this, but I'm having a blast on BG so far and will give my input to try and be helpful... the first suggestion that came to mind when I saw this thread got me thinking about the Baldur's Gate games. I think one of the things that made them so great was the interaction with "epic" characters: Elminster (Terminsel?), Drizzt and company, and even later on with Cyric. However, while you probably don't have plans to have things quite that epic, I did see Elminster in the Duchal palace the other day, and that got me thinking how amazing it would be to have high level (epic, 20+ at least) quests that involved him in some way. Let me know what you think.
Of course you wouldn't want to trivialize an epic person like Elminster like that, but a quest that made sense lore-wise and didn't stretch things could be great for helping an epic PC feel truly epic (I think I've said "epic" enough in this post, jeez). For example, he could send you on some minor mission to help local political relations, stop some villainous force corrupting the balance on the Sword Coast, or simply give advice somewhere along the way.... the staff here would have infinitely better ideas than I could come up with.
|
|