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8037 No. 8037 ID: e2d500

Hello, all.

I've been noticing a lack of suggestion in my quest these days. Some critique, suggestions, whatever, would be very useful as I'd like to know what I've been doing wrong.
>>
No. 8041 ID: 0b18ab

>._o
>._.

._.
>>
No. 8045 ID: e2d500

Oh, I see. Thanks for the suggestion, bro.
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No. 8066 ID: 632862

Changing from a human PC into a stubby cat was rather disorienting. Then since I had no idea what headcat's powers were if any, I didn't know what to do past what he asked of us.
>>
No. 8067 ID: 2cbe3e

I liked the quest when it was about gunslingers trying to find a strange artifact.
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No. 8073 ID: bbae40

>>317867
We are still searching this artifact, and there are still ways to find a gunsliger companion.

>>317866
Headcat can mind-control anyone if she is in contact with the person's head. This includes animals. A thin layer of cloth between her and the head does not interfere with her power. This is also a way to change NPCs into PCs, by the way.

Hope this helps.
>>
No. 8078 ID: 632862

>>317873
>mind control

WE TRIED THAT. What the hell, man?
>>
No. 8096 ID: bbae40

Yes, you tried, and failed. Remember?
Also, just "mind control" is a little vague. Please suggest more precise things, because I don't really know what you want to do.
>>
No. 8227 ID: 6b1e7c

1) Give us a generic long term objective and a direction so that we have an idea of what we need to be doing to achieve that objective. Don't outright state what we need to do, that's railroading. Just give us objectives and enough resources to achieve those objectives. This is why a lot of quests start in dungeons. A lot of what made Ruby so successful is that there was always a clear forward to go to and always the knowledge that we had the keys to do so. I'm not recomending a dungeon crawl, just saying that you can do a lot with implied direction.
2) Take us through a series of short term objectives that noticablly take us closer to achieving our long term goal. Basic stuff. Have to go through the level if you want to fight the boss, but we should never feel like we're wasting our time.
3) Don't say 'no', say 'yes but' or 'yes and'. Basic GM advice. Don't deny us our ability to affect the world around us. Sometimes suggestions seem silly. Its up to you to determine if you can make that suggestion work. I've gotten some really good stuff out of silly suggestions, I'm sure all of us have. Let us not forget the example of Rudy Mann, after all. Don't always do silly stuff, but never outright dismiss a suggestion, especially when you don't have many suggestions to run with.

So... yeah. That's my three cents.
>>
No. 10033 ID: 5035e0

I just got an idea for a new quest.
There's this Gnome tinker that lives in a cave or something, and he finds an old portal machine and makes it work. An adventurer(the protagonist) finds him and they both make interstellar journeys.
Stargate-like shit ensues.
What do you think?
>>
No. 10049 ID: 5a9e00

I think if you can pull it off, it'll work. If you can't, it won't. It largely comes down to your writing ability.

That said, stargate/slider type shows have some nice potential on account of the episodic nature they represent. Its typical 'crossing the threshold into the unknown' tropage. You'd need some kind of metaplot to hold it together (fighting the gou'ld, getting home again, etc) so don't forget that. And this may be personal, but I find that quests work best when you only have one real protagonist at the start. You can pick up sidekicks as we go along, but lets start as just the protagonist.

And don't do a black trapped in somewhere dark thing for first post. I know it's traditional and all, but remember that you need to be easilly recognizable at a glance.

Good luck.
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