Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Quest types  (Read 670 times)

Lexyvil

  • Bay Watcher
  • Serenading the folk.
    • View Profile
Quest types
« on: December 13, 2011, 06:42:41 pm »

Despite of always killing someone on a quest,
what do you guys think about the idea of escorting NPC's to other places?
Logged
My post ends here.

SuicideJunkie

  • Bay Watcher
    • View Profile
Re: Quest types
« Reply #1 on: December 13, 2011, 08:48:32 pm »

Hiring on as a caravan guard would be good, but it would involve a LOT of walking.  Unless perhaps you auto-fast-travel with the caravan, until an ambush happens.

For non-combat; how about package delivery?
"Find and retrieve the lost [item], stolen by [evil creature]", for beginner quests.  Sneak through a lair, grab the item and run for it.
Or "Take this Anchovy/Pig meat/cow cheese/cave wheat roast to Ürist in the south side of town, and be there in 30 minutes or less!"

Shopkeepers with purchasing preferences. 
  • The brewer will buy plants you've gathered.  And he's looking for whip vines, as the town is short on that wine.
  • The butcher will give you gold for that cow corpse, even though nobody else will.
  • The smelter will buy metal objects, though at scrap prices, and sell you raw metal bars.
  • The weaponsmith is happy to buy raw metal and charcoal from you, and to a lesser extent used weapons, but won't buy random junk.
  • A chef would want to buy fancy and rare items, like dragon meat and sunberries.

Logged

Dutchling

  • Bay Watcher
  • Ridin' with Biden
    • View Profile
Re: Quest types
« Reply #2 on: December 14, 2011, 03:40:40 pm »

We should be first be tasked to kill giants rats in the basement of NPCs. Without that, no other quests would ever make sense.
Logged

Comito

  • Bay Watcher
  • Barrens chat scribe
    • View Profile
Re: Quest types
« Reply #3 on: December 14, 2011, 10:18:29 pm »

Well, sewers are coming with the new towns.
Logged

Jacob/Lee

  • Bay Watcher
    • View Profile
Re: Quest types
« Reply #4 on: December 15, 2011, 12:29:07 am »

We should be first be tasked to kill giants rats in the basement of NPCs. Without that, no other quests would ever make sense.
Man, what game did I see that off of...

Tirion

  • Bay Watcher
    • View Profile
Re: Quest types
« Reply #5 on: December 15, 2011, 10:04:46 am »

We should be first be tasked to kill giants rats in the basement of NPCs. Without that, no other quests would ever make sense.

Aren't Giant Rats a bit too powerful for a new adventurer?
Logged
"Fools dig for water, corpses, or gold. The earth's real treasure is far deeper."

Spish

  • Bay Watcher
    • View Profile
Re: Quest types
« Reply #6 on: December 15, 2011, 02:09:00 pm »

A quest to seal up the HFS zone in a mountain hall packed wall-to-wall with demons. Or just to retrieve a priceless dwarven artifact from the throne room of said fort. Or rescue a group of trapped survivors. Ideally, the dwarven king'll allow you to use his entire army. ;D

Obviously this would have to wait for dwarf sites to be an actual thing.

(Or, hell, they could just generate quests based on your own player-made forts and artifacts)
« Last Edit: December 15, 2011, 02:45:18 pm by Spish »
Logged
Ah, yes, I thought something was amiss. Now I see. There's not enough terrible things in the lakes.