[MUD-Dev] constructive quests
Ola Fosheim Grøstad <o.f.grostad@notam.uio
Ola Fosheim Grøstad <o.f.grostad@notam.uio
Fri May 12 15:56:14 CEST 2000
There has been a lot of talk about how quests fail as a MUD activity.
Now, what if you make a quest system which aim at expanding your world?
You throw out a set of quest items, and program your NPCs to tell the
users what they should do. To finish the quest the player has to build a
new area/a set of rooms according to some plan. Upon completion an
admin playing the NPC will judge the quality. When done, you get some
kind of reward (like gaining a new level). If you fail to complete
within a couple of weeks, then something horrible happens.
Example, the player finds a letter from X where he complains about being
stressed. Y tells you that he a new garden is what X need. The player
takes the quest of building a new garden for X and receives
instructions. He then will need to find a particular statue and other
stuff that other players have created while completing other quests.
Etc...
Has anyone tried this?
It does of course assume a well-working system for managing
quest-infrastructure.
--
Ola - http://www.notam.uio.no/~olagr/
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