If you remember the old Hullack Quest Trilogy…
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I like O'Louths idea, I'd love to do a quest that revolved around actual things that have happened and affected Arabels history.
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I really liked the direct links between the quests. One right after the other.
I'm divided though on the idea of a similar slums invasion. While it was awesome and gave our characters something extremely meaningful to do… for a while there it kinda sucked to log on...
"Oh wow. Slums again. So much for RPing because my character would be motivated to help. Can't exactly sit around and drink with greenskins running loose... sigh"
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Hearing "BLOOD AND BONES!" still scares the crap out of me.
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I've always liked the idea of linked quests, and recall a discussion some two years ago on multi-linked quests where, depending on how Quest 1 went, it could lead to quest 2A or 2B.. or even lead to multiple quests by diffferent parties where depedning on the turnout of THOSE might lead to quest 3A, 3B, 3C etc..
and I reaaaally like olouths suggestion of them being tied into events of the past. sticking in bits of what happened to Bhaliir… or maybe Fezz... or how Gondegal/Legion happened to return to the area after so many decades...
Slums invasion right in town though... as the silly drow says, just caused too many issues. Similar effect could be done along the lines of all NPC merchants shuttering up shop due to rumors of orcs coming, and they stay that way until a certain number of orc heads are turned into guard - those orc heads to be found out on roads/woods via normal spawnage.
Still can get everyone involved, just without the sure death bit
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would it be possible also to tie in different ennemies? Like Olouth's suggetion of shadovar attacking, could have an alternate that its say, frost giants? Or crazed elementals from the volcano? Would be hard to tie in though in all three.
anyway, the hullack trilogy weas awsome. Got harder and scarier as you moved through the quests. Slum invasion was fun except for the looters and lost of everything due to crashes. The incoveinience was that there was too many spawn point buildings where you didnt get any warning as you came out there was an invasion (3 bars, ilmater temple) If such an invasion makes it way back. maybe place it in a remote location as was sggested by Olouth. It would be our choice to go there and not get throw in unexpectedly.
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-Quest 1: save princess (root)
–Failure: Quest 2; stave off ogre invasion (fork)
–-Failure: Quest 3; kill the evil ogre wizard boss to scare horde away (end branch)
---Success: Quest 3; ogres repelled, sneak behind their forces to ambush retreat and get rid of them forever (end branch)–Success: Quest 2; infiltrate evil noble's estate (fork)
–-Success: Quest 3; travel to pocket plane to kill evil outsider noble was summoning (end branch)
---Failure: Quest 3; break out of prison, since you were caught by the noble's guards (end branch)Just a sort of example. Makes it seem like the performance of the party has real consequences. Success or failure of the quest, that is, the completion of a certain objective, determines which quests are enabled or disabled to be taken later on. If succeed in rescuing the princess, the noble estate quest is enabled, while the other fork is disabled. If the evil ogres kill the princess before you can reach her, the opposite happens.