I've been working on several quests. As I've been developing them, I remain aware that once a quest has been solved then the solution to that quest becomes common knowledge. An example of this problem can be illustrated by the alchemy bowl quest. Most of us have done that quest more than once, and each time through the quest there is no unpredictability in its next step. This lead me to think about adding the element of uncertainty to quests.
Some quests already incorporate this element. The challenge of one particular quest is compounded by having its goal behave as a moving target (locating and meeting with Ma Tota). This style of quest adds an element of exploration and searching to its quest, an element which is absent from the stationary alchemy bowl quest.
One appealing element of uncertainty is to incorporate puzzles into quests. Puzzles require participants to think and do a little problem solving. Ideally, the solution to the puzzle would change, like the "guess the number" puzzle where a new number is selected for each new puzzle, but the overall technique of solving the puzzle remains constant. If the puzzle's answer did not change, then it's not really a puzzle; it's a series of static steps to do, just like visiting the locations of the alchemy bowl NPCs.
A lot of the older quests in Clan Lord are solved by looking in the back of the book to get the answer. I'd like to change this habit for some of the upcoming quests. Does "not knowing" make a quest more fun? IDK, but I do feel that adding an element of uncertainty makes the quest more challenging. And sometimes a good challenge leads to fun.
Kill An NPC Every Session
5 days ago
No comments:
Post a Comment