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Sparkling Mountain
60af05
If you pardon me a moment, I'd like to get a little... theoretical, here.
I've been observing what I think is a phenomenon in quests, that the audience becomes invested in the characters much quicker than in any normal story, written or drawn. Partly this is because of the third-person view, following along with them and seeing why as well as how they behave, and even moreso because the ability to influence the character's fate creates a sense of responsibility. A connection forms between the protagonist and the players that's elusive in most other mediums. Except for video games.
On the other hand, it doesn't go as far as video games, particularly ones where the main character is as thoroughly customizable as, well, CoC for example. In that, the protagonist isn't really a character at all, just a vessel for the player to explore things and to toy with. A quest character on the other hand, because they're in no one person's singular control, is always an external "person" that can be felt for to at least some extent. So, again, quest characters make a personal connection with us very easily, relatively speaking. None of this is really conscious, it just happens automatically, without the players really noticing.
Still, it might be responsible for some people's problems, here. Players might feel a bit too close, and with too much sense of control to not be frustrated when it's thwarted, to be able to sit back and read the quest as perhaps it's meant to be read.
If it were me, and it's not, but it if were, I'd do one of two things. The "perspective" of the quest could be made more clear - is it supposed to be just a crazy fantasy sex romp, like its source material? Is this supposed to be just goofy fun, or goofy fun with occasional moments of tension, or serious except for the sex, or... well, that sort of thing? If people knew where to put themselves, it'd be easier, and I know I've had players take a quest differently from how I intended it to be taken, before, even when I thought the "genre" was obvious. Or, alternately, it could be made clearer that the protagonist isn't in any serious danger, emotionally at least. For example, if I made a quest like this with scellor, people wouldn't care because I've already established that scellor don't get hurt that way. That sort of thing.
Anyway. That's my thoughts.
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