>>> trhyne at MIT.EDU 05/31/05 14:14 PM >>> > 1) Significant experience generated for quest completion. (slay the quest, get > a cookie...) let me run with that for a moment. (this ties in with the thread a while back on quest tracking, but is actually looking at it from the opposite direction). What if there were a new skill 'questing', (heroism?) that would give exp if and only if the character completed a quest (not a random map). If tracker items were used as well, then it could be checked to stop exp being give repeatedly for the same quest. (this isn't remarkably different to Runescape's idea of quest points, only less horrible, and a proper skill. This gives an interesting way then to control gameplay, since then certain parts of the game can check your questing exp (eg, you can only leave scorn at above questing level 5, only enter nurnberg above level 20, etc. With items being given as well, it is possible to track all of the players who have completed a given quest. If you also allow extra stats to be collected, maybe have a 'start quest' object, which is slain by the end quest one. Then you can have tables and the like generated from the player files (who has completed the WDSM quest, who did so the quickest, who did so at the lowest level, etc) Assuming that the exp granted is reasonable, then the quests would be better than the random maps, especially after the exp from them is toned down by an order of magnitude, and there is another way to 'beat' the game, since there would then be a more interesting high score list than the main one (which is full of retired scripters anyway).