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Help Improving "fetch" quests
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<blockquote data-quote="DMZ2112" data-source="post: 6282536" data-attributes="member: 78752"><p>Really, as long as it is not as simple as "find the source, harvest the source, return to origin," you're probably okay. Most quests are about retrieving something, if they're not about killing something. </p><p></p><p>Reverse engineer from the item in question. The seed grows on a plant, so where does the plant grow? Undoubtedly someplace unpleasant. Perhaps the harvesting of the seed isn't as simple as just picking the fruit, a la the mandrake root. Perhaps special tools are required. These will have to be crafted or purchased. Maybe the party has to hire the services of a master druid herbalist to perform a complex ritual, and must protect him as they travel through a corrupted wilderness that knows him as an enemy. Any of these could be adapted to the four quests.</p><p></p><p>Consider also that others might be in pursuit of the rare ingredients, or that sometimes preserving a fragile item overland can be more challenging than finding the item in the first place.</p><p></p><p>The trick is to use detours, but to use different types each time and to (usually) make sure they are relevant to the task. A bad video game habit to fall into is the quest interrupted by another, unrelated quest -- generally you always want your players to feel like they're moving more forward than sideways, and never backward. Sometimes a big irrelevant detour can help with telling a larger story, but even then the detour should turn out to be relevant to /something/ later on.</p><p></p><p>And then, of course, once you think you understand all of these rules you can feel free to break them -- it's all about moderation.</p></blockquote><p></p>
[QUOTE="DMZ2112, post: 6282536, member: 78752"] Really, as long as it is not as simple as "find the source, harvest the source, return to origin," you're probably okay. Most quests are about retrieving something, if they're not about killing something. Reverse engineer from the item in question. The seed grows on a plant, so where does the plant grow? Undoubtedly someplace unpleasant. Perhaps the harvesting of the seed isn't as simple as just picking the fruit, a la the mandrake root. Perhaps special tools are required. These will have to be crafted or purchased. Maybe the party has to hire the services of a master druid herbalist to perform a complex ritual, and must protect him as they travel through a corrupted wilderness that knows him as an enemy. Any of these could be adapted to the four quests. Consider also that others might be in pursuit of the rare ingredients, or that sometimes preserving a fragile item overland can be more challenging than finding the item in the first place. The trick is to use detours, but to use different types each time and to (usually) make sure they are relevant to the task. A bad video game habit to fall into is the quest interrupted by another, unrelated quest -- generally you always want your players to feel like they're moving more forward than sideways, and never backward. Sometimes a big irrelevant detour can help with telling a larger story, but even then the detour should turn out to be relevant to /something/ later on. And then, of course, once you think you understand all of these rules you can feel free to break them -- it's all about moderation. [/QUOTE]
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Help Improving "fetch" quests
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