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Quest Guide

This reminded me of this little essay.

Quest Building Guides (Types of Quests)

1. Kill and Fetch The simplest type of quest really to make is the “Fetch and Kill”. Players are hired to find something and kill the foes between them and the item. Often it’s as easy as find and kill the goblin chief and return with his head. These quests favor hack and slash responses.

2. Seek and Find Similar to Kill and Fetch quests, but you must find certain items. Often as many as you can and then return with them The best way to design a quest like this is to use a placeable, scatter several of them through a larger quest area. When the players open the placeable there is a search or a spot roll to locate the items you're looking for. This type of quest favors hack and slash, but gives players a reason to use spot/search. Being hired by druids to seek out coldberries that can be found only on the rare coldberry bushes located in the artic territory of a white dragon and its wyrmlings.

3. Escort Mission This escort mission is where the players must escort a non-player character through some hazards. The NPC can be a combatant aiding the adventurers like a henchman, or the NPC can be a non-combatant that requires constant protection during the mission. This type of quest requires some strategy from the players. Sometimes, pure hack and slash must be avoided. Escorting the local sage to a mysterious ruin so he can examine a strange artifact there that is too heavy to move but poses a grave danger to the local town is an example of this kind of quest.

4. Negotiations The purpose of a negotiation quest is to meet some NPCs and negotiate a settlement of some kind with them. This type of quest requires the players to make social rolls, such as Bluff; Persuade; and Intimidate. The quest can be combined with any other quest at the end, to allow players to increase their rewards. Players are hired to resolve a dispute between the local town and a band of barbarian raiders that have been attacking recently; the local mayor hopes the players can convince the barbarians to aid the city by raiding a rival town to the north rather than the player's home town. Hack and slash has to be avoided for this to work. You can also negotiate with the mayor to pay you more for the goblin chief's head after a Kill and Fetch. In another variation, the goblin may even surrender at near death giving the players an option to negotiate a peaceful settlement.

5. Solve a Mystery The players must solve a mystery. Perhaps they have to enter the local dungeon to examine a mysterious crystal, or raid a temple to an unknown deity. While killing the enemies they find is certainly welcome by their employer, the employer will call the mission a success only if they return with information on what is happening. This requires a successful Spellcraft or Lore roll most often at the end of the mission.

6. Defend a Location The players must defend an isolated hamlet from a horde of zombies when has been marching for unknown reasons across the land destroying all in their way. The citizens have all locked and barricaded themselves inside the town hall, but the players have to booby trap and defend the road and alleys of the town against waves of zombies that are marching mindlessly toward the town hall hoping to break down the door whereupon they'll slay all inside. This type of quest is very hack and slash, but requires lots of planning for success, and can be much more intense than a normal Fetch and Kill.

Another idea is to find other ways to require characters to need certain skills while on quests. Perhaps dwarves hire players to go into their orc infested mines to reactivate the golems that use to patrol there until the orcs sabotaged them and took over (requiring a Craft Armor and Spellcraft check to reactivate and repair the golem). Perhaps a merchant hires players to get an expensive diamond from his gypsy allies, but the gypsies offer three diamonds and only an Appraise check allows the players to choose the right one and exchange it for the rare tarot deck the merchant gave the players to pay the gypsies.

Incorporating skills into any quest tends to pull it more from the hack and slash level and more toward the role-playing level. It makes the quest more immersive, gives more reason to bring characters with skills, and encourages players not to focus only on 'useful' skills like Tumble or Discipline.

Finally, any quest should focus on a unique angel. Something to make it special or make it stand out a little, especially if you’re doing just a Kill and Fetch type of quest. Come up with a gimic or special effect to make things interesting. Maybe the goblin chieftain is forcing his goblins to ingest large amounts of sulpher; this causes them to explode randomly during combat. Perhaps the coldberries make the white wyrmlings’ breath more potent, and on a failed saving throw it freezes a player solid until they take fire damage. If the players fail repair the golem but fail to reactivate it properly it may attack them--or if they do very well it comes back into operation and helps them wipe out the last of the orcs. Perhaps the undead army attacking the village is supported by skeletal archers who’s arrows turn into more undead when they strike living flesh. Perhaps the gypsies with the merchant’s diamond worship Kossuth and made their camp at the foot of an active volcano complete with lava flows and the occasional flaming projectiles raining down from the sky. Perhaps the sage going to investigate the ruins with you reminds you that the ruins are cursed so that metal armor weighs twice as much, forcing you to use leather armor or enhance your strength considerably.

Nice Oro.

My favourite types of quests are the ones that tie in several of the above elements.

You start with "Solve a mystery", move to "Find and Seek", which becomes "Kill and fetch", then it becomes clear that what you found is wanted by others and they will kill to get it, so it becomes an "Escort Mission". "Negotiations" begin when the mystery is almost solved and all twists have been twisted. Then naturally the shit hits the fan and the whole thing becomes a "Defend location", with enemies outside and inside, everyone wanting the thing that you've recovered.

I also love the use of skills on quests. Using "lore" to inspect some ancient runes on a crumbling pillar for the win.

I'm highly in favour of Escort, Take and Hold and Ambush Caravan/Assassinate scenarios. They put a different spin on a quest and keep things interesting.

I'd also not overlook the value of a wild card factor in quests. Having a randomised factor in a quest will keep it interesting, make it more challenging and prevent people from overpreparing for a single element (if it is especially frowned upon).

For example, a boat Gnome (or whatever you like) will take you to an island for such and such a quest and the system will pick randomly from a number of different possible islands/scenarios/quests in a bank of islands/scenarios/quests.

It's a lot of work, but it could be gradually built up with a new area or scenario added in whenever the idea for a new one is suggested. I particularly liked the HotU island quest with the Duergar raiding the animatron place. Awesome stuff. If the DM team can replicate something similar to this, along with a few other varying scenarios and areas, I'd be highly impressed.

Defend the location FTW!

Early on in the project, getting lots of quests in was the highest priority. As a result, quests that were more difficult to implement had to take a back seat to simpler quests like the kill and fetch ones.

I think now that there are enough quests in to support the module, more focus will go into increasing the uniqueness of quests.

We do have several seek and find quests now. Hopefully, they are all running alright. I happen to find them to be some of my favorite quests, mostly because they are a little different.

EFUQS has code in place for negotiations. Some quests already have some social skills involved (and some are all social skills), but we have a ways to go to get those integrated better.

An escort quest or two are on the wishlist. I'm sure that will happen at some point, but I can tell you that other things will change as soon as 1.67 comes out, so this might have to wait.

I don't think we've planned any scripted quests of this type, although I know there was one that never got past te outline stage that is a cross between defend a location and seek and find.

Skill rolls are being added more and more both in and out of quests. A lot of the mysteries you can resolve with skill roles are out and about, without being in a quest area.

Another quest that I tried to get running but ultimately wasn't happy with didn't fit any of these catagories. It was more a "run like hell" catagory, where the whole quest consisted of trying not to get caught. Unfortunately, through the design and testing, I found a quick invis spell just made the quest lame, so I scrapped it and recycled the areas into some of our underdark areas.

This is just a guide I started writing up for my plans with NWN2, assuming they get off the ground. So honestly, I'd even like a little feedback on it.

Another quest that I tried to get running but ultimately wasn't happy with didn't fit any of these catagories. It was more a "run like hell" catagory, where the whole quest consisted of trying not to get caught. Unfortunately, through the design and testing, I found a quick invis spell just made the quest lame, so I scrapped it and recycled the areas into some of our underdark areas.

Couldnt you just give every monster in the quest see invis?

Or perhaps create a non-magic area where neither potions or spellcasting works. That might also be quite entertaining.

You know...an assassinate quest might be fun and add RP if you had the target spawn in town, preferably a busy spot in town where PCs would be likely to witness his demise were you not careful. Having the target walk around could add a bit to the quest to. And maybe even have him do a check to spot/ hear you and then add running away or "OMFG ASSASSIN!1!". Might be a hoot, but I have a felling scripting it might be something that you could use as a doctoral thesis ;)

Efu_Darkness2
Another quest that I tried to get running but ultimately wasn't happy with didn't fit any of these catagories. It was more a "run like hell" catagory, where the whole quest consisted of trying not to get caught. Unfortunately, through the design and testing, I found a quick invis spell just made the quest lame, so I scrapped it and recycled the areas into some of our underdark areas.

Couldnt you just give every monster in the quest see invis?

Or have an situation where the creatures get a listen bouns, such as having to walk over gravel or through shallow water.

Sedarine You know...an assassinate quest might be fun and add RP if you had the target spawn in town, preferably a busy spot in town where PCs would be likely to witness his demise were you not careful. Having the target walk around could add a bit to the quest to. And maybe even have him do a check to spot/ hear you and then add running away or "OMFG ASSASSIN!1!". Might be a hoot, but I have a felling scripting it might be something that you could use as a doctoral thesis ;)
That's a very nice idea if it could be implemented, particularly if the target could be somehow randomized (so that it's plausible to do the quest multiple times). The problem with assassination quests overall, though, tends to be that they're of the "short and furious" type: you're not expecting to encounter many enemies so the enemies that you do encounter should be very, very tough.

This creates problems with the level range and generally leads to players either metagaming or abusing the game engine to make it through without losses, or simply creates an unfair advantage to the players who are OOCly skilled at handling powerful enemies. (Buff, buff, buff, buff the precious fighters to heaven!) The players (and DMs) here who've played in CoA probably remember a certain assassination quest: some say it was a cakewalk, others just couldn't for the life of them figure out how to survive through it. I know both kinds of people.

On paper (and with blueprints, and part of the code built) I have a bounty hunting quest that is similar to the assassinate idea here. It's something I might revisit after I have setname() to work with.

Basically, the scripting heavy quests got put on the back burner in favor of ammount of content and scripting non-quest stuff. Now that the ammount of content is there, going back and adding some of the stuff that is more work makes more sense. Here are 3 quests that have been on my list since October, that are very scripting heavy:

Bounty Hunting - 1) Player goes to check with the hirer, who tells of the current bounty, and possibly some places that they normally hang out. 2) The fugitive spawns at a random location. 3) The conversations of commoners in certain places changes, so that you can interrogate them about the location of the fugitive. 4) Armed with information from talking to people around town, the bounty hunter tracks down the fugitive, and kills them for the bounty. (There will also be convo options on each of them for alternate endings.)

Scavenging - 1) Rumors circulate of a trading caravan that has been destroyed by some underdark creature. 2) PC group taking quest goes to the location of the caravan to scavenge as much as they can off of the destroyed caravan. 3) Meanwhile, various humanoids and NPC's also try to do the same, so the slower you work, the less you get. 4) It becomes a bit of a take and hold with each cart as fights break out between groups trying to scavenge for themselves.

The Most Dangerous Game - 1) Party is captured by drow, and given a chance for freedom. The drow are trying to work on the hunting skills of some of their younger house members. 2) PC's are left in a cavern and told to run for their lives. Drow, humanoid slaves, and such make up hunting parties that search for the PC's. PC's must escape by running, hiding, getting past obstacles, fighting, etc. 3) Longer they wait, the more powerful the drow parties tracking become, as the better hunters tire of the lesser hunters failing. 4) PC's eventually must find a way out of the caverns.

Each of these quests have reasons I went against it, in addition to the ammount of coding to make them work.

Bounty Hunting - This is a major faction bug waiting to happen. There is also no way to control PC's who aren't even on the quest.

Scavenging - Also faction issues to this one, but this one is mostly about the coding involved.

Most Dangerous Game - I put more work into this one than the other two, and getting the searching and stuff to work is an extreme ammount of work. This quest is also just not the same with equipped PC's, so if it did go in, it would be as a scripted Prelude. Only way I'd do it as a non-prelude is to strip PC's of all gear first, which likely wouldn't make it a popular quest.

While I'm mentioning scripted preludes, this is actually something I'm thinking hard about. I'd like to do about 3-5 of them, just to give some alternate openings for people.

Random feedback:

One thing I remember from a guide to coding quests for a MUD was to use generic names and situations as far as possible. Hearing about some "kobold shaman" die once a week is far less detrimental to suspension of disbelief than hearing about "Johnny Smith the human Bard" die once every week.

In fact, if you wanted to take that one step further, you could even set up a system that randomizes the actual starting location of the quests based on several places where it might spawn or some such.

MrGrendel Random feedback:

In fact, if you wanted to take that one step further, you could even set up a system that randomizes the actual starting location of the quests based on several places where it might spawn or some such.

This was my immediate thought regarding the Bounty Hunter quest mentioned. You may have to visit a few locations or you might find him/her/it straight off the bat.

Your other suggestion sounds excellent regarding names changing. Might it not be possible to use the random name generator used on character creation for such a purpose?

Maybe a step further, would a random boss (all bosses of proportianate DR for given quest) generator be possible? That'd solve a problem of repetetiveness. Of course, I know nothing of coding so the difficulties are lost on me.

It'd be fairly cool to get different bosses on the same quest and would make players prepare different strategies.

Just my 2C