[MUD-Dev] Quests

Paul Schwanz - Enterprise Services Paul.Schwanz at east.sun.com
Mon Apr 17 13:13:16 CEST 2000


> >Raph said:
> >
> >> I can see a way to do them periodically, with a largish staff,
> >> to a lesser level of complexity.  I don't know how to weave it
> >> into the fabric of the world.  Anyone?
> >
> >Madrona responded:
> >Quick answer:  develop the NPC AI enough so that they care about certain
> >things, and want players to fix them when they are broken.  Then have the
> >Admins screw things up just enough to keep things interesting.  That might
> >be one way... at least for smallish, non-world-changing quests.  Bigger
> >events - I'm not so sure about.
> >
> 
> 
Jon Lambert added Off the cuff ideas:  
> 
> Assume I'm running a WOT mud that has implemented weather and the 
> negative effects of it.   Add code to a given evil NPC (forsaken) that begins 
> to swing the weather into that uncomfortable zone.   Sprinkle clues.
> 

I'd like to see it go even farther.  Consider the case where the Forsaken are 
high-level, evil PCs in conflict with Whitecloaks and the White Tower, etc.  
Perhaps some ancient tome falls into a Forsaken's hands and he is able to 
discern the location of a powerful ter'angreal that can affect weather.  
However, the ter'angreal is hidden deep within Aes Sedai "territory."  How will 
he retrieve it?  Perhaps he will seek another ter'angreal that will allow him to 
"travel" or "skim."  Perhaps he will take a band of Trollocs through the ways.  
Maybe he will succeed and maybe he will not.  Perhaps other Forsaken will learn 
of his intent and try to beat him to the item.  If he does succeed and uses the 
item to alter the weather, this will automatically create a new quest for the 
Aes Sedai who are adversely affected.

The point is to have or introduce items into a conflict which will actually give 
some real in-game advantage to its weilder (or a group represented by the 
weilder) on a broad scale and not an individual scale.  It seems most (if not 
all) "powerful" items in current MMORPGs are geared toward having an immediate 
and immense effect on a relative few.  What if some "powerful" items had a 
relatively small effect on many?  The many then become automatically embroiled 
in the quest to lessen or reverse the effect by controlling the item.  Community 
is generated by the common cause.  The chance for glory is high since many will 
benefit and therefore will be more inclined to praise whatever key players 
accomplish the goal.

Pipe dream?

--Phinehas

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