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Types of Quest

Go to Location

● Reach specific location

● Bring something to a specific location

● Complete an obstacle course

● Reach location while under negative status effect

● Get to location without taking damage

● Do any of the above before timer runs out

● Do any of the above first, among numerous competitors

 

Collect Items

● Find hidden object

● Find all X items in a set

● Catch a moving object

● Complete a shopping list

● Do any of the above before timer runs out

● Do any of the above first, among numerous competitors

 

Kill Monsters

● Kill X things before timer runs out

● Kill the most things

● Survive until timer runs out

● Survive the longest

● Protect object from monsters

 

Misc

● Take Damage from X source (to infuse a crystal with its energy, let me study its bite, etc)

● Toy Interaction (fire yourself from a cannon, play whack-a-mole, etc)

 

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Quest Stages

 

Ways to start quests:

● In town, talking to NPCs

● In town, reading an email

● In the wilds, talking to NPCs

● At any time, from carrying particular items

● Always on, found inside of a journal (sorta like achievements)

 

What happens while quest is active (these can be removed if you abandon the quest):

● More/Less enemies spawn

● Specific enemies spawn

● You have a status effect of some kind (constantly take damage,

● Events are triggered in the world

 

Ways to turn in a quest:

● Automatic turn-in based on completing its requirements

 

 

Quest do’s and don’ts

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1. The basic building block of a quest. This is only interesting as motivation to explore a new space. The same goes for “kill 10 rats” quests, which are only interesting as a way to learn to fight rats, or “collect 10 dandelions” as a way to learn how dandelions look.

 

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2. To expand this idea into something more interesting, don’t add a new step to the quest chain. Instead, just add obstacles.

 

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3. And keep doing that

 

 

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4. You can add any number of mechanic types

 

 

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5. While never altering the quest’s goal

 

 

 

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6. DO NOT mix quest mechanics. Kill quests are not Collection quests. If you change mechanics, instead end the quest and make it a quest chain. Maybe offer a reward for each quest in the chain to keep players motivated, but allow a renegotiation of terms before you change a quest type entirely.

 

 

 

 

 

 

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7. It is ok to require multiple goals within the same quest, though, as long as the goals are the same mechanic (killing a monster, for instance)

 

 

 

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8. But DO NOT chain goals any more than 2 at a time. If you have 3 or more goals for a quest, allow players to reach goals in whatever order they like.

 

 

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And if any of this sounds familiar, well…

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ExampleQuest_7.png
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