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<blockquote data-quote="BlackSeed_Vash" data-source="post: 6269810" data-attributes="member: 33580"><p>Personally I would present the players with a few multifaceted quests. Such as an NPC of an unaligned group seems to be in possession of information. The Duke might fear this supposed information from becoming public and so ask the players to kill the NPC. The Church quietly asks the players acquire the information for them, but they do not care what happens to the NPC afterwards. (Players can kill the NPC in attempt to look like they are working for the Duke). Last but not least, the Queen wants the information all to herself, but also desires to protect the NPC. (The players could acquire the information, share it with the Church, fake the NPCs death and deliver the NPC to the Queen. As long as the Duke believes the NPC is dead and the information unknown he would favor the players. As long as the Queen believes that only she and her cronies know the information, she would favor the players. Ultimately, only the Church would continue to favor the players should the truth about their deception come to light.)</p><p></p><p>I would also provide the players a few quests that fall into one of three categories:</p><p>1) Quest does not increase favor with any faction. (EX. Helping out a minor noble with a problem, but said noble is not aligned with any of the factions [though he approcade the players as if he was a member of the faction they are helping].)</p><p>2) Quest provides a very minor increase to favor with all factions. (Ex. Removing an inefficient/unmotivated clerk who is slowing down some minor part of each factions plans.)</p><p>3) Quest is designed to help a faction other than the one they intend. (Ex. A spy for the Queen disguised himself as an agent of the Duke's. The task given helps the Queen and/or hinders the Duke.)</p><p></p><p>I agree with A, B, C quest categories. And while cliche, keeping a reputation bar for each of the factions would definitely be useful.</p></blockquote><p></p>
[QUOTE="BlackSeed_Vash, post: 6269810, member: 33580"] Personally I would present the players with a few multifaceted quests. Such as an NPC of an unaligned group seems to be in possession of information. The Duke might fear this supposed information from becoming public and so ask the players to kill the NPC. The Church quietly asks the players acquire the information for them, but they do not care what happens to the NPC afterwards. (Players can kill the NPC in attempt to look like they are working for the Duke). Last but not least, the Queen wants the information all to herself, but also desires to protect the NPC. (The players could acquire the information, share it with the Church, fake the NPCs death and deliver the NPC to the Queen. As long as the Duke believes the NPC is dead and the information unknown he would favor the players. As long as the Queen believes that only she and her cronies know the information, she would favor the players. Ultimately, only the Church would continue to favor the players should the truth about their deception come to light.) I would also provide the players a few quests that fall into one of three categories: 1) Quest does not increase favor with any faction. (EX. Helping out a minor noble with a problem, but said noble is not aligned with any of the factions [though he approcade the players as if he was a member of the faction they are helping].) 2) Quest provides a very minor increase to favor with all factions. (Ex. Removing an inefficient/unmotivated clerk who is slowing down some minor part of each factions plans.) 3) Quest is designed to help a faction other than the one they intend. (Ex. A spy for the Queen disguised himself as an agent of the Duke's. The task given helps the Queen and/or hinders the Duke.) I agree with A, B, C quest categories. And while cliche, keeping a reputation bar for each of the factions would definitely be useful. [/QUOTE]
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