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27591 No. 27591 ID: 479b46

I thought I'd ask this after my third out of four quest attempts ended in no one giving a fuck.

I've been told my quests are pretentious or hard to follow or plain uninteresting.

what hooks a reader and gets them interested?
Expand all images
>>
No. 27592 ID: b6c6fc

make your protagonist a tiny deer
>>
No. 27593 ID: b6c6fc

though to be fair, any cute little anthro character would probably work

also make your character female
>>
No. 27594 ID: 680d71

watcha run?
>>
No. 27595 ID: 383006

Tiny deer exploded into our hearts just like the cum exploded onto her body in fanart renderings.
>>
No. 27602 ID: 8c0848
File 12908226574.png - (351.53KB , 743x567 , Good Quest.png )
27602

A good quest needs characters that people care about. If they don't care about the characters, they won't care enough to suggest what they do.

I have read some of your quests and quite frankly, they are uninteresting. Starting off with "You wake up, work is soon." doesn't really give an idea of what is happening, who "you" is or anything else that is going to make people connect with the quest.

"You" isn't a good quest character to start with. There isn't a lot of fanart of "you". Nobody cares what happens to "you". The only quests I know of that run on here are Deep and Descent and they both have characters with names, just described in the second person.

The other thing is action. You have a history of making quests that involve a whole lot of nothing happening. Not dicking around and not accomplishing anything style nothing, but absolutely nothing happening style nothing. Have the character do something, anything. Fight, steal, plan, talk, search, anything and as long as your characters are well liked, you'll do fine.

Also this
<==== (See attached image.)
>>
No. 27604 ID: bf71b7

Well from a technical standpoint I'd say that there are a few things that are fairly good for making involving quests.

- Try to create situations where it's possible to suggest many different and interesting choices and also the background information for suggesters to weigh and consider the options using reason and judgement. A bad example would be something like "The hallway splits up, do you go left or right?" where there's really only two things that can be done and there's no reason for anyone to pick either over the other.

- Make people feel like their suggestions matter. If I suggest in a quest a few times and the suggestions are utterly ignored and something totally different happens each time then why keep suggesting? If possible try to at least reference suggestions that aren't being actively used.
>>
No. 27607 ID: 2563d4

>>337402
"If you start with character, you probably will end up with good drawings." -- Chuck Jones

I'll be surprised if that's not also writing advice, and hence falls pretty squarely into quest territory.
>>
No. 27609 ID: 8c0848

>>337407
A stick figure with an interesting personality is far better than a masterfully painted character who has the personality of a toilet paper tube.
Which is not to say that you can't have a character who has a boring personality, as long as their personality isn't boring. Do you understand?
>>
No. 27614 ID: ab9c34

Storytelling guide by a good friend of mine
http://pastehtml.com/view/1bvkrpa.html
>>
No. 27631 ID: 8bdb6a

>>337393
This. Initial interest in a quest is dictated by how cute and personable the protagonist is.

>>337391
>I've been told my quests are pretentious or hard to follow or plain uninteresting.
You make text quests with incredibly little description. While your image choices are better than, well, any other text quest I know of, it's still not good enough to run it like an image quest. Not by a long shot. We as readers don't know what the shit is going on, have no reason to care about the main character, don't even know who he is, what he looks like, what he thinks...

Don't act like you don't know why people are confused. You make it confusing on purpose.

For reference, I'm talking about: >>/quest/256304

You made fifteen posts before you even tried providing the least bit of information about what was happening.

Some mystery is good for generating interest, but the mystery should not include things like "what is happening right now?" or "what are our immediate surroundings?"
>>
No. 27638 ID: 383006

I don't want you to think you have to have a cute female protagonist to have a successful quest, but you must either have
1) An interesting, personable protagonist
2) A cute protagonist
OR
3) An interesting, engaging setting.

If you post a really cool/weird picture, people will want to read the text next to it, but if the text next to it doesn't help them make decisions, learn about the world, or generate some immediate goals or questions, then your pictures are a waste.

Unless your quest is simple or straightforward, having text that pulls in the reader is also important. If you're going to be confusing and vague, you'd better have text that pulls the reader in.
>>
No. 27640 ID: 2563d4

>>337414
>There is nothing less interesting than your feelings
I like this guide already.
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