Gilladian
Adventurer
I'm finding this thread quite interesting!
I don't completely agree with all of Jack's definition of a quest, but I don't absolutely disagree either. I simply feel that different cultures and individuals might have disagreements over how important "understanding humility" is, for example.
What I'd like to hear more about is HOW people create an quest that DOES give the players that emotional involvement, makes them willing to spend weeks or months of their time playing the quest out, in game, and CAN it actually cause them to change their characters' nature?
I've never seen it happen beyond brief moments in my thirty+ years of gaming.
I don't completely agree with all of Jack's definition of a quest, but I don't absolutely disagree either. I simply feel that different cultures and individuals might have disagreements over how important "understanding humility" is, for example.
What I'd like to hear more about is HOW people create an quest that DOES give the players that emotional involvement, makes them willing to spend weeks or months of their time playing the quest out, in game, and CAN it actually cause them to change their characters' nature?
I've never seen it happen beyond brief moments in my thirty+ years of gaming.