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Quest

Page history last edited by 1nfinite zer0 12 years, 6 months ago

Quests are any task which the character has made a statement that they will accomplish. It is a pre-meditated goal that is some sort of challenge you want to overcome. As part of the game, completing quests gives rewards. Quests can be more meaningful than catching chickens.

  • Note: Quests differ from Adventures in that they are task-specific goals where adventures are a series of quests or a story path.

 

When you choose to take on a quest, write it on your character sheet (and if applicable, link it to the appropriate wiki pages).

Finishing quests results in a reward of action points, experience or material gain commensurate to difficulty.

 

The difficulty of the quest will determine the reward. Pledging to do something really hard will give more of a reward overall than doing little steps at a time. Hard quests  may be harder to commit to, depending on your disposition. Difficulty is assessed by using the Core mechanic table ranks, relative to your current ability.  This difficulty never changes, even if you get better relative to its challenge before you address the quest. The amount of reward should be proportionate to the individual challenges, and the quest difficulty helps you, others and storytellers to decide what difficulty challenges you face along the way are.

-2
Terrible
You can do this without much effort in the next 15 minutes
-1
Poor
It'll get crossed off your todo list today
0
Mediocre
With a bit of arranging, it can be done tomorrow
1
Fair
It'll take some work, but nothing you cannot handle with your ability
2
Good
It's a challenge that will take dedication, luck or improvement
3
Great
It'll take a few months of hard work and being at the top of your game
4
Superb

It could take a full year of dedication

5 Legendary A lifetime of work
6 Godly Impossible

 


To declare that you are taking a quest against something. you state what you intend to do, and then you try to do it. Players can decide their own path. This should be interpreted from plain language writing, for example:

  • I will purge the dungeon endangering my village of all evil creatures.

-identify action: purge = destroy all, requires a location

-location: this dungeon = check present location, if a dungeon, use as this dungeon. if not in a dungeon, set location as dungeon last referred to in story line.

-object: evil creatures = creatures of evil alignment, limited to location

-difficulty: 2

 

So, for this example the character might have demonstrated an aptitude for killing things and the point value would be lower than a completely inexperienced character. There would also be a series of flat points awarded for each successes. IE, successful combat interaction. 1d6 points are awarded every time a node is completed in a concept map.

 

quest ideas

 

 

Planning Quests

 

mind maps!  narrative gaming, where did i put this? Story Design The target page needs some clean up in formatting. Also, is it worthwhile to have an alternative presented to concept maps? AP can be rewarded at the end of every scene, without the need to draw a diagram. And then reward periods would also occur when quests are completed for each character.

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