Thread: Quest Design
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Old 09-27-2010, 04:14 PM   #17
fjin
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Join Date: Jun 2004
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Re: Quest Design

How about using quests as way to run game economy and/or create quest to solve problem in game.

start from something simple first.

Carry several waterbuckets to bakery, as well as flour sacks, and firewood. Then player gets some coin, or perhaps some bakery products.
After completing the quest, make some items appear to bakerys inventory, what are normally there.
If there is too many of quest generated items in bakery, then don't open the bakery helper quest.

Or weaponsmith gives job to get iron ingots, and coal to him. Then he makes certain weapons.
If there is too many weapons around in shop, then trader takes few boxes full of weapons to his caravan.
When there is enough boxes of goods in caravan, then trader hires some guards for travel to another city.

If deers become too numerous in certain area, then wolves might appear, and have feast - and those are also natural danger to travelers.

Perfect quests with logical results, and wery well repeatable.
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