mute83
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Posts: 196
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Post by mute83 on Mar 28, 2009 7:13:34 GMT -5
what about some quest for the evil people. not that im playing ine at the moment. but that have kind of annoyed me, when i played online. for the RP aspect. why would the half-orc follower of gruumsh, who hate humans with a passion, go pull the kid out of the well, just out of his good nature...
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mute83
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Posts: 196
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Post by mute83 on Mar 31, 2009 8:26:26 GMT -5
this might just being me that is crazy, but what about fixing the bugs with the current quest ... this arent ment to be said in a harsh way, with a little fun in it. but i have seen it happen before. DM's getting to involved in putting in new stuff, which ends up causing bugs with the old stuff, and the old bugs never really getting fixed. i know its a pain, you need new stuff, but the old one also has to work. but i also have some ideas on quests. Though i dont know what can be done, and i dont know what is in. just ideas this one i got because i really coulnt come up with a very good reason why my ranger killed wolfs, except because the farmer said that they acted wierd (or something like that). A scrine or alter, or what ever corrups things in the forest. this can be a Q for what ever level you want to make it, as it can be from the small rats that go crazy, to an army of ents/treemen. you would have to go and deal with the reason to the corruption. you destroy it by physical means, use a potion the questgiver gave you (proberly a Druid) or just go alakazam on it. various ways to go with this. i rich guy, who has spended all his wealth on drinking, because he lost his love, and has no idea what happend to her. Could have been taken by monsters going from q place to another. or where kidnapped from a cult, for sacrifice. A ghost the roams around, because it cant pass on. unfinish feelings/the way it was killed/unfinish buisness. A troll/giant... interfering with the caravans of a merchent. this 1 aint a Q, but an idea for something in a crypt. at the end of it, in a room with walls covered in skeletons, and a sarcophagus in the middle. when they touch it. skeletons cralw out if the wall(spawn) different kind of trap. they are protecting the tomb. The water has been poisoned somewhere. at the end of it, could be some foul/smelling/disgusting creatures. or the deitie of disease (cant remember it, at the top of my head). a place where you have to gather severeal keys or parts for a key, to get to the end of the place. the big bad guy/reward. maybe something that has been locked away for a long time, and someone are planing on releasing it. and you go to kill it so no one will try and release it again. People disappearing at night. it ends up being the guy the hired them. a skitzofrenik. or the son/other relative who is behind it.
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mute83
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Posts: 196
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Post by mute83 on Mar 31, 2009 8:40:09 GMT -5
an idea/suggestion to everone out there. this i not stuff i came up with, at the top ofmy head. this is some of the stuff that i wrote down a long time ago when i played PnP (not all of it can be put in the game) i was never good at comming up with ideas (we switched with being DM) so i started writing things down, where ever i came upon stuff that could be used, i read a "quest book" for a board game i had, where some of the ideas are from. others can be from series and movies, or just from stuff you read. if you cant remember it, write it down so you can post it here, so we can get more stuff
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minotaurs88
Active Member
"Imagination is more important than knowledge." - Albert Einstein
Posts: 133
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Post by minotaurs88 on Apr 9, 2009 6:14:44 GMT -5
So I'm thinking, there was this hole, in the middle of the ground. The prettiest hole, that you ever did see.
Ok so more seriously, this could be for druids. . .or non druids. .but maybe a quest form a npc, to gather a seed of some sort? Then after getting said seed, one would plant in in a hole in . . lets say Cloakwood?
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nael
Senior Member
42
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Post by nael on Apr 10, 2009 6:38:00 GMT -5
So I'm thinking, there was this hole, in the middle of the ground. The prettiest hole, that you ever did see. Ok so more seriously, this could be for druids. . .or non druids. .but maybe a quest form a npc, to gather a seed of some sort? Then after getting said seed, one would plant in in a hole in . . lets say Cloakwood? And what would said hole do? What is the purpose of this quest? Planting seeds is a Chauntean thing. Not a druid thing. Druids leave the seeds to either take root, or blow away into the wind as that is the way of nature. Along the lines you are thinking however, a farmer that worships Chauntea may ask a favor of adventurers and druids in particular to retrieve the seed of a rare plant in the Cloakwood to bring back to him so he can try and cultivate it. That would be more believable well obviously the UD needs some quests, any at all really, before the surface get even more. I have sent some suggestions over in the past regarding UD quests, I am reposting below for your convenience. I think it's very important for new players to get an understanding of how the UD differs from the surface realm and so most of these quests focus on the differing deities that are prominent in Sshamath and through them introduce the players to the differences from a societal perspective. Totally agreed. But since I have never played a UD character past the bat cave area or even encountered a single player in the UD in the time I tried it out with Amar I am going to do my first couple of quests for the surface so I can see how they work out for myself. I promise once I've got the quest thing down pat that I will focus heavily on the UD. Especially quests for beginners since it struck me that the UD is very difficult for new characters. I was thinking along the lines of a Candlekeep quest (I think their was a quest for CK in the original Balders Gate). In order to have access to the library, a character would have to acquire a rare book from a musty old (undead and worse filled) crypt. If the PC successfully brings the book to the keep, they gain library access and either a token magic item (broach or signet ring), or perhaps gain access to a merchant that has some rare items on hand occasionally. This could also be a requirement for the Arcane Scholar Prestige Class. Great idea. I have been thinking about something along those lines as well. If done I would likely make the quest one of the more "difficult" quests or at least make it a very long quest so that getting access to that merchant is something that you are both proud of, and something that not everyone has access to unless they put in some real effort. The idea about making a particular quest a requirement for a particular PrC is a good idea as well, but this would take some consideration by the whole dev team before it could be implemented. Also, those that have already taken the PrCs would possibly have an unfair advantage against newcomers. Something that I don't think is very fair personally. Farm quest for Lore based characters: A monk in Candlekeep asks you if you can find him some rare ancient books for the library. You can use the old mine-ruin near Beregost. It has a room with some book shelfs. So, you initiate a dialog with the shelf and using your lore skill you can identify an old tome. The higher the lore skill the more valuable the tome you can find. Then just bring it back and collect your coin. It can also be extended to Durlag's Tower and in the future, Ulcaster Ruins. For Druids or Rangers: An animal(Any animal you want) shows up to you hurt in the wilderness and tells you some hunters are around. You need to use your survival skill to track them. Maybe some specific location triggers and then make a survival check to know which direction they went. In the end, if your skill is good enough, you find a party or 3 hunters and you can talk to them to convince them to leave or kill them all, if you want or have to. Add some bluff, diplomacy, intimidate to the dialogs. For bards: Easy and simple. You can get a job singing at the Elfsong, Jovial Juggler or Burning Wizard. You get in position and initiate the dialog. Perform check and if successful you get the applause and coin-xp. You can do it 5 times, each time with a higher DC. And each time with more coin and more xp. I agree. Especially the bard idea. I really think the various taverns on the server need to be more occupied. One way to do this would be to add the activation of bard songs to the RP XP trigger. And even increase the chance of RP XP in taverns if that is possible. The farm idea is good too, but I don't think it should reward much in the way of XP. Perhaps add it as a way for new characters to make money if they object to killing wolves. what about some quest for the evil people. not that im playing ine at the moment. but that have kind of annoyed me, when i played online. for the RP aspect. why would the half-orc follower of gruumsh, who hate humans with a passion, go pull the kid out of the well, just out of his good nature... My main is evil. You can bet your bottom dollar that there will be evil quests, but they aren't going to be standing in the middle of Baldur's Gate shouting "Hey! Come here! I want to send you on a campaign of domination and bloodshed!". Also, I believe I will most definitely add a lot of different alignment shifting choices to my quests. All +3 and -3 so that the shifts can actually make a difference since, at least at first, there won't be enough quests out there to shift you from one sphere to another very easily.
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Post by DM Sir Carnifex on Apr 10, 2009 11:26:23 GMT -5
I think the key to making quests would be to give many options. Don't just say "evil" quest, "good" quest, but rather, make options for both types to take the quest and complete them a different way. You can look at Zeal's example of the Candlekeep healers house and my variation on it for an example.
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nael
Senior Member
42
Posts: 294
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Post by nael on Apr 10, 2009 11:59:57 GMT -5
I think the key to making quests would be to give many options. Don't just say "evil" quest, "good" quest, but rather, make options for both types to take the quest and complete them a different way. You can look at Zeal's example of the Candlekeep healers house and my variation on it for an example. I understand. I was specifically referencing the fact that many of the quest givers in the PW that are "goodly types". I think what the OP was saying, and what I was replying to is there should be some nefarious folks out there that also give quests. You can still be a good person and tell these quest givers to shove their evil deeds up their codpieces. And likewise, as you say, players should also be able to respond negatively with the good aligned quest givers. EDIT: And yes. I'm already one step ahead of you. All of the conversation trees I have created so far are very extensive. Similar in scope to the conversation trees in the KOTOR games where you have about 1-3 neutral responses and 1-2 responses for both an evil/good bent.
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Post by DM Sir Carnifex on Apr 10, 2009 12:35:19 GMT -5
Speaking of making them more interactive and using skills in the quests, I think it'd be great to have many of the already-existing quests have extra options as well. For instance, what if a cook at Feldepost's offers more money for Basil's mushrooms. . . ? ;D
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Post by luskan79 on Apr 12, 2009 21:25:15 GMT -5
How about a quest in under dark to bring back spoils of conquest from surface. Maybe ears of elves or something hehe.
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laurk
Active Member
Posts: 105
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Post by laurk on Apr 15, 2009 18:40:15 GMT -5
Ive got 3 suggestions, some of which may have been suggested already.
1) slow down the time flow. Its too fast. Day and night shoot by in mere minutes. Id love to see around 7-10 minutes per IG hour. This is super easy to change under modual properties.
2) It would be a bit easier to RP respawning if you respawned in a temple rather than an inn. Perhaps once you respawn, you could wake up in the Temple of Ilmater? Id be happy to recreate the temple of Ilmater to be more based on what a temple to Ilmater should be... a hospital/ homeless shelter.
3) Put a time limit in for resting and script a need for supplies in order to rest. As things currently are, spell casting classes have a very exagerated and unbalancing advantage over melee classes. They can drop and rest whenever they want, and in 6 seconds, be loaded for bare. They can litterally be fully armed for each encounter making wizards and clerics (and other casters) disproportionalty more powerful than other classes and removing the need for both team work and healers. Playing a healer on this server is difficult because there is litterally 0 need for it. Healing is as easy as pressing "R" anytime you feel like.
Id suggest resting no more than every 10 minutes real time and needing a bedroll and food (to remove fatigue... i.e. 2 points of Str, Dex, & Con damage after resting)
If nothing else, this would make the game more challenging. I dont like that I don't even need to give a thought to conserving my spells, and indeed, when I do, knowing that other people don't have the same sorts of limitations and thus approach situations with no apprehension or caution at all.
Just my thoughts.
Laurk
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mute83
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Posts: 196
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Post by mute83 on Apr 16, 2009 7:28:45 GMT -5
those things didnt have anything to do with Quest ideas.
and of what i noticed, the time before you can rest, goes up as you level. and not all of us are spell casters. with this way, we would have to spend all our gold on healing things and "the food or whatever"
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laurk
Active Member
Posts: 105
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Post by laurk on Apr 16, 2009 13:28:16 GMT -5
oops, yes, For whatever reason I didnt see the "Quest" part of the title. Oops.
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