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[Quests] - Ideas For Side Quests

Discussion in 'Project Development & Idea Factory' started by The_Mirai, Feb 19, 2011.

  1. The_Mirai

    The_Mirai

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    -Kobas- and I have already come up with a main story plot and we will start working on the main quests soon.

    However, we want to make this map to be as versatile as possible! That means we'll need a lot of side quests, unrelated to the story. That's where you guys come in! Even though we could probably make them up on our own, it would be nice to hear some ideas coming from the experienced RPG players.

    One last thing: don't be afraid to go all out; the quests can be as crazy and and as difficult as possible! :cool:
     
    Last edited: Feb 19, 2011
  2. -Kobas-

    -Kobas-

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    Oh I have thing to add.
    Don't care about awards, I will try to finish some items fast and experience/bounty systems so I can setup gold values ^^.

    The best ideas and picked ideas will be awarded/credited :razz:
     
  3. Tleno

    Tleno

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    Okay, got one quest idea!

    The Pilligrim's Road (Or wahtever those people that travel to holly places are called...)
    A man from a small group of pilligrims in one village/town asked you to lead them to some holy place/temple/sanctuary, which may be located in one of those Holy Places (If you took that idea of mine about the Deviner specialization that you get linked to a holy place) or to some small monastery/town/village. On the way there you'll be severaly attacked by wolves and different other animals. There are about three-five pilligrims, and you have to make sure all of them will survive. Their leader, from whom you took the quest, has a healing ability of some kind, while others will have a very low attack, so they won't be very useful in combat. On the way to the destination you'll be attacked by bandits once, and that will be closer to the end. It will turn out the leader of the pilligrims is actually the undercover bandit, so you'll have no healer to protect pilligrims, thought the bandits wil attack you first. After bandits got defeated you'll be able to reach the destination and quest will be complete. The pilligrims will thank you, but since they have no riches, they can only give you their ex-leader's staff that they got when you kiled him, or maybe they'll give you some blessing (Upgrade that premamently increases some stats or damage or, what's best, armor, a little bit).

    Oh there might even be a whole chain of pilligrim's quests, like first you lead them to one town, then later when you're higher level you lead them to another, and then one more time... if you'll aprove this chain I might came up with the other quests...
     
  4. The_Mirai

    The_Mirai

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    Hmm, the classic "escort" type quest. I like it. But the part where the leader is actually a bandit kinda doesn't make sense; why would he go trough the trouble of healing the people after animal attacks just so he could betray them at the end?

    How about this: the monks (that's how the 'holy' people you mentioned are called) ask you to escort them to some church because they are carrying some holy item/plant (or whatever), and they suspect they will be the target for attacks. So you battle woodland critters along the way, while the boss heals you and other monks. So at the entrance of the church, the leader catches an arrow with his head and you gotta fight the ambushing bandits on your own. After you killed them all, the remaining monks thank you and somehow use that item to help reward you -> perma stats increase/give some strong potion/give some special weapon/etc...

    I don't call the shots here. If -Kobas- likes it, he will let you know :cool:
     
    Last edited: Feb 20, 2011
  5. -Kobas-

    -Kobas-

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    Ok then we will have escort like quest based on your ideas ♥

    EDIT:

    Hey guys I will tomorrow create small template for approved quests, I will create descriptions The_Mirai translate them and after I add tasks and awards, pick icon as well I will post it here and give you credits.
    Once when I finish triggering quests will be updated in Archive :)
     
  6. Tleno

    Tleno

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    Yes.
    See, the bandits will jump out really unexpectedly, and one of them will stab/shot the priest from behind, insta-killing him. Oh, after that instead of making sure all the people will survive, you have to make sure at least one will survive, since they seem to be the only who know how to use the artifact. If you fail the mission before ambush, you'll get nothing. If the priests or monks get killed by bandits, you can only sell the artifact that is uesless without their knowledge how to use them... of coure you won't get much since it doesn't seem to be that valuable. If you protect them, you get a permament blessing.

    Template?
    You mean we'll have to submit quest ideas in some specific form? Hmm, okay, that will simplify the process.
     
  7. -Kobas-

    -Kobas-

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    Yeah, epic :)
     
  8. Tleno

    Tleno

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    Now, what about a...
    "Vintage year"!

    In one of towns you meet a rich mercahant. He complains to you that some thieves have brokken into his house yesterday and stole some poessesions, including thre very rare bottles of vine that he was going to give as a present to a local Duke/Kind/some other feudal. To find out who stole the bottles, you'll have to bribe an old man in some local tavern, market or some other location. He'll tell who stole it. You'll go to specific location where there will be a thieves camp. You'll kill them, and last of them will surrender to you if you prmoise to let him go. He'll give one of bottles, and he'll say where other are.
    Okay, now about those other two:
    1. It seems that the same man who you bribed to give off who stole the vine is a father of thieve's leader and a terrible, terrible drunkard. His son gave one of bottles to him and he drunk it all, without understanding the true value of it. You would probably now kill this old drunk idiot, but he says he heard that long time ago the merchant's who you took quest from father had a bottle of same vine burried with him. So you go to greaveyard or whatever, steal the vine from grave and kill the ghost or whatever of the father.
    3. It turns out one of the theives knew the local monarch's squire or loyal cook or whatever and sold a bottle to him. So you'll have... yes, you'll have to break into the castke or whatever and steal the bottle back! Few guards will probably be killed, but hey, it's worth the reward!
    So you return all three bottles back to the merchant, he complains about how everything is misreable since somebody killed the camp of mercenaries that were buying weapons from him and ere his best customers, that somebody broke into the castle and killed the chef so there will be no celebration in castle/palace and he won't be able to give the bottles to the local monarch and that somebody ransacked the grave of his father and now he haunts him at night, saying he got fooled by the man he hired. Yes, the merchant is quite a fool, but hey, the reward is big!
     
  9. -Kobas-

    -Kobas-

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    Hmm sound interesting :)
    What about replacing vine with some herbs, and merchant with town alchemist... If you fail to bring some herbs you will be able to sell them, try to make potion on your own or something like that :)... Also you can try to find some potions etc etc...

    I already have icons and potions rdy so just few min of work and a little polishing = quest completed :)
     
  10. Tleno

    Tleno

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    Well maybe, but see, Vine can actually be kept by anyone, not just merchants, but any noble or rich citizen. Also that's a really oldvine, I'm pretty sure there wouldn't be so much mess-up with hebs as with alcohol...
     
  11. -Kobas-

    -Kobas-

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    Hmmm you are right about that...
    Will see...
     
  12. Nognix

    Nognix

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    All that glitters is not gold.

    The point is like a basic treasure hunt. But instead of a "go there and get the treasure"-quest, it's based on riddles. Every spot with a treasure is marked by clues in a riddle or something. It's based on the TES 4 mod "Nehrim". You could tell the story of a famous treasure hunter who suffers a horrible curse (You know the drill) and seeks to leave his treasures to one, smart enough to find them. At every spot, one finds a rare item and a new riddle. You should need some kind of "Dig" ability though.
     
  13. The_Mirai

    The_Mirai

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    Ooooh! Cool! Riddles... I can't say no to a challenge! :cool:
     
  14. Nognix

    Nognix

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    And a challenge it will be, I don't know about others but I'm not much of a poet. :p
    -------
    EDIT:
    On the origin of corruption
    I don't know 'bout this idea since it requires some specific units and terrain but I'd thought I'd share it anyway. It's also a bit vague, maybe. But I hope you'll be able to get some inspiration. The idea is having a twisted, corrupted region (not blighted, but more like outlandish) with twisted monsters etc. The player goes in search on the origin of corruption. He goes to a random town and asks around a bit what's causing, when did it start... He meets someone who knows more about the corruption (a shadowy figure or something), the player receives an amulet or a spell of sort. He goes to the middle of the region and casts/uses it. At first sight, something goes wrong and the player is knocked unconscious, he wakes up in a totally different region (still corrupted) and finds another man (wounded, dying...) who is trapped there by our shadowy figure. He explains he is an adventurer as well and was interested in the story. Together they find the origin of corruption, again our shadowy figure himself, kill him and escape using something in the shadowy figure's inventory.

    This might be a bit difficult and twisted, but hey I just make up some wicked ideas. :p
     
    Last edited: Feb 20, 2011
  15. -Kobas-

    -Kobas-

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    Yeah, this can be great :)
     
  16. Nognix

    Nognix

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    I've come up with yet another (ah, see how my ego swells) idea. :wink:

    Romeo & Juliet
    "Never was there a story of more woe than that of Juliet and her Romeo..." Upon entering a bar, the player notices the bard/minstrel is only playing sad ballads of love instead of the usual joyful peasantry songs. He goes to the barkeeper, buys a pint of ale and, of course, asks whats wrong with the bard. The barkeeper tells the player to have a chat with the bard and it turns out he's called Romeo and he's in love. Now, Romeo isn't that much of a Don Juan and he isn't very talkative towards the girls so he decided to write his love out to her in a song. He was sitting on his favourite composer spot somewhere in a region and, in a vlague of inspiration, he started writing his song on some pages. When he finished and he was reading it trough again, a gust of wind swept his pages up and dispersed them in the region. He tells the player he, in all his excitement, cannot really remember how many pages he had.
    You have to scatter 7 (this number is actually important because it's completely unlogical, everyone would think there were 5 or 10 pages) pages and the player doesn't know how many pages there are. He goes to search them (one is in the water or something, one is eaten...). Then you should make it that if the player returns 1-5 of the missing pages, Romeo cannot win his girl's heart and the player doesn't get a reward because Romeo is too sad. If the player returns 6-7 pages, Romeo marries his girl but he needs all his money to arrange their wedding, thus he cannot spare any gold for a reward. However, he sings a song that can increase one of your attributes or you get his lute which increases an attribute or something.
     
  17. Tleno

    Tleno

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    Can we at least change the names? Romeo and Juliet are kinda overused I'd say. Can we like came up with different names? Though they can sound similar to give a reference.
    Well, you can get his lute to sell. Even better, he gives his flute as reward, so as second part of quest you have to find someone to buy the lute, so possibly some guy in other tavern in other town will like it...
     
  18. Nognix

    Nognix

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    Ok, I don't really know if this one is actually doable. But I have another idea, based on TES 4 Shivering Isles, I hope you own it because that would make explaining a lot easier for it's based on this quest there http://www.uesp.net/wiki/Shivering:Ghosts_of_Vitharn. The point is of having the same never-ending ghost battle. Say that you have an abbey of sorts or a walled village/castle devoeted to one of the Gods, if there are any. It got attacked and the defenders were unable to hold off the attackers, they broke trough the defense lines and ransacked the city and church. The God punished the people in the city to relive the moments of their failure, of the battle over and over again. The player is supposed to help the village/castle/walled abbey win the battle. It should be, like in Shivering, that you help a few specific soldiers with their errors, like bringing the archer arrows. I don't know if this is doable and if it looks good but I think it's quite interesting if you're willing to try it.
     
  19. Tleno

    Tleno

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    Well yes, that would be intresting though it would be just another "get me that/bring something like that and do that", only with quest givers beeing ghosts.
    Though it would be cool that after this quest art geting completed the people would turn back into living and you'd have to assist them kill their enemies, after what the town/village woks as some outposts or whatever where you could buy the items, plus you could unlock some extra quests too...
     
  20. Nognix

    Nognix

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    That would completely kill the point of the quest, the meaning is, actually, to relieve the ghosts of their eternal torment. And, I don't think that people mind doing those "get me that"-quests if there is a good story behind it. For you can reduce every quest to a "do that and get me that"-quest. In any mmorpg, you don't have a story. In case of WoW, it's "The Horde's food supplies are dwindling, bring us 10 wolf meat." That's just lame, I don't mind them if I do it for something good and if I see a good reason for it or it has some improvement to the world.