The Quest Giver [Einmal Mod Account] (
thequestgiver) wrote2018-11-13 11:00 pm
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All About Quests (tm)
Quests are a large part of Einmal's game play. These story-driven plots can range from large, overarching stories where bits of the world build peek out from under the covers to be chased, or smaller things like a rash of enchantments where instead of a new car, everyone gets to be a frog and have to find someone to kiss them. ...and avoid having to marry them after, in some cases.
Sometimes, Quests involve a PC getting caught up in something that involves a temporary role change. Characters suddenly have a town full of NPCs exclaiming that they're a long long prince, or a destined hero, or they may inadvertently wind up pissing off an old crone or picking up some enchanted bit of plot device and suddenly, they're the title character of Sleeping Beauty or Beauty and the Beast.
When one of these more involved quests comes around, players will have a chance to sign up for the center roll, or a supporting cast member, depending what's needed. One of the mods will give them a cheat sheet of info, and then, it's up to them to ham it up and have fun with the NPCs.
Other Quests, players can sign up to have their character get a hint or clue to be delivered to the rest of the player base, often in some convoluted format like a prophetic dream or spontaneously causing a full blown musical number in the center of town. Again, how the player uses this information is utterly up to them. Mods will give ideas if asked, and generally encourage shenanigans every way possible.
On the whole, most quests are dealing with the surface of the world, and once the enchantments are dispersed and gossiping finished, there's not much change to the fabric of the world. The Kingdom is very elastic, and prone to returning back to the status quo if allowed. The map may need some new crayon marks to update it, a new crater in the fields converted to a lake, but the NPCs will go about as normal. However, the underlying fabric of the world is far more malleable than the surface, and for some of the less silly quests, player actions have the chance to affect it.
Not that you can just go around and kill the King, no no, he's protected by a very strong magic, like all plot important NPCs are. But if you go up to the Kingdom of the Giants and make a nuisance of yourself, the Giants will start to change their views of the Little Kingdom Below.
Bigger, deeper quests will be marked as such in the Out of Character posts about them, to let people know when Serious Time is, and anyone who has anxieties about possibly Messing Up the World can talk to a mod about their choices during those plots.
But the world is pretty resilient. It would take some Serious Effort to leave a lasting impression on it. Most player actions will result in small changes, but all actions do have the chance to leave those marks on the world, if the players so choose.
Sometimes, Quests involve a PC getting caught up in something that involves a temporary role change. Characters suddenly have a town full of NPCs exclaiming that they're a long long prince, or a destined hero, or they may inadvertently wind up pissing off an old crone or picking up some enchanted bit of plot device and suddenly, they're the title character of Sleeping Beauty or Beauty and the Beast.
When one of these more involved quests comes around, players will have a chance to sign up for the center roll, or a supporting cast member, depending what's needed. One of the mods will give them a cheat sheet of info, and then, it's up to them to ham it up and have fun with the NPCs.
Other Quests, players can sign up to have their character get a hint or clue to be delivered to the rest of the player base, often in some convoluted format like a prophetic dream or spontaneously causing a full blown musical number in the center of town. Again, how the player uses this information is utterly up to them. Mods will give ideas if asked, and generally encourage shenanigans every way possible.
On the whole, most quests are dealing with the surface of the world, and once the enchantments are dispersed and gossiping finished, there's not much change to the fabric of the world. The Kingdom is very elastic, and prone to returning back to the status quo if allowed. The map may need some new crayon marks to update it, a new crater in the fields converted to a lake, but the NPCs will go about as normal. However, the underlying fabric of the world is far more malleable than the surface, and for some of the less silly quests, player actions have the chance to affect it.
Not that you can just go around and kill the King, no no, he's protected by a very strong magic, like all plot important NPCs are. But if you go up to the Kingdom of the Giants and make a nuisance of yourself, the Giants will start to change their views of the Little Kingdom Below.
Bigger, deeper quests will be marked as such in the Out of Character posts about them, to let people know when Serious Time is, and anyone who has anxieties about possibly Messing Up the World can talk to a mod about their choices during those plots.
But the world is pretty resilient. It would take some Serious Effort to leave a lasting impression on it. Most player actions will result in small changes, but all actions do have the chance to leave those marks on the world, if the players so choose.