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Dawn Puff
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I have a lot of quest ideas. I can't create quests nearly as fast as I can write them, and several of these ideas would be going into the 'long-term quest' bin, which I'm not so sure I'm cut out for.
Counting them up off the top of my head, I have five 'long' quest ideas that would take several chapters to complete. For this reason, although I like them, I consider none of them fit; I'd rather not make a quest I cannot see through to completion.
Then beyond that, I have one 'medium' sized adventure, say, KaraQuest-length, and one 'small' adventure that would be totally inane.
And that's not counting the possibility of a second SquirrelQuest arc, which I would actually love to do.
The one I find least likely to be done would be one called JamieQuest, set in the same world as my current D&D campaign, involving an adventuring spellcaster girl who works as a ship navigator and has a sort of jack-of-all-trades skill set. The reason? It doesn't catch me as much as the other ideas, it would involve the orb (which is overdone and hard to make work in new, creative ways), and it lacks direction. It would be sort of a 'Okay! Let's go ADVENTURE!' quest. Which, while exploration can be fun, doesn't lend itself well to being succinct or having a direction.
Another 'I would love to, but probably won't' idea is one called TableQuest. It would involve the orb, passed around in Romanticar-style protagonist switching following ... the lives of a group of D&D players and their campaign. It would essentially be very character-focused, and have an emphasis on shipping and doing weird shit both in and out of the campaign.
Main problem with this? GOD I'D HAVE TO DRAW SO MANY CHARACTERS. A group of five players. I can't even imagine. Even if I nixed on shading, it would move at a snail's pace.
I actually had this idea about half a week before DMQuest came out, which gave me a bit of hope, but then it sunk into the murky depths of obscurity again, which made me go "D:".
And then there's "Island", a quest which would take place in West Berlin in an alternate timeline. Sometime during the 80's or 90's, where there's a zombie plague. The concept would be, essentially, that the Berlin Wall never fell, but the same oppressive security checkpoints and watchtowers that kept West Berlin an 'island' of Western influence back when east Germany was still under Soviet control, would ironically serve to make it one of the last 'islands' of civilization in the wake of the zombie apocalypse.
The main reason I feel this quest will never be done is because it's too srs, and I don't have the Lucid-esque combinations of speed and skill to make something like that work.
That's only three of em, and there's at least seven quests on the list. A few of them I have higher on the probability scale, so I won't mention them here. But there's just a taste of the sorta stuff that runs through my head.
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