[crossfire] Quest management system proposal

Anton Oussik antonoussik at gmail.com
Sat Jun 10 01:37:39 CDT 2006


You need to also consider inter-quest relationships. Completion of one
quest may be necessary pre-condition for starting another quest, or
could deny you a quest alltogether. You could make all related quests
fit into one file I guess as one big quest, or add a way to add FA
links across quests, which would be nicer.

Another proposal related to quests I was thinking of for some time now
is randomly generated quests (dynamic quests?). A random map generator
is already present, so it is possible to produce random dungeons. An
interesting extension to that would be to produce random quests. They
would hugely extend the size of CF, and overcome the map contention
issue, since there would be an almost limitless supply of maps and
quests of all kinds and levels open to players.

Random quests would work by linking the to several NPCs (in taverns,
inns, etc. throughout the world), and by talking to an NPC a random
quest gets generated on big world suitable for the player level, with
an appropriate reward item at the end, and a randomly generated
storyline. The players are told by the NPC how to find the entrance.
To control access the NPC would give player(s) taking part the key(s)
to the entrance.

Quest types I can think of right now are:
  - Kill something - powerful boss at the end, drops the reward loot
  - Find something - useless (randomly generated?) item somewhere in
the dungeon, need to find and bring back to NPC to get the quest
reward item or experience.

You can also have non-fighting oriented quests, but ones encouraging
exploration, by making the player go to a remote part of the world.
  - Deliver something - give item (letter) to another NPC somewhere in CF
  - Deliver something and bring back something else - extension of previous one

Another quest class could be quests that develop secondary skills:
  - Sneak into a dungeon and steal something (NPC awards stealing/hiding xp)
  - Bring back a rare useless item (NPC awards some alchemy-like xp)
  - Get an item from a dungeon full of traps (NPC awards finding and
disarming traps xp)

Finally you can have thinking (puzzle solving) oriented quests:
  - Move the boulders to get past and get to the item
  - Arrange boulders in the right places to open the door to the item
  - Pull the right levers - similar to above
  - Step on the right floor tiles



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