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Quest System Discussion and Voting - jacob w.c. - 05-16-2018
Hi guys! I wanted to type up a quick draft of what the quest and currency system I’d like to implement after the upcoming plot (just because it’d be really difficult to incorporate both that and the plot at the same time). This is relying on the possibility that, in the polls currently, options that claim they move to the village will win but I also have an alternative if that doesn’t happen. That’s just currently what’s in the lead so I thought it’d be easier to type this up from that perspective. Below are spoilers describing each of the different aspects so just let me know what ya’ll think! If you have anything to add/modify/etc, just let me know and I’d be happy to take a look at implementing it! All of these ideas are totally fluid and open so I’m up for doing whatever you guys prefer.
Section 1: Quests
Spoiler:
Quests are different tasks given out oocly. They have different classifications and levels and doing each of these quests affects a point system. Each type of quest has a different amount of points attached to it, as well as a certain amount of IC currency (which is further described in the last section of this post) that can be used at different shops.
There are various classifications of quests that affect different meters. When a meter gets to a certain amount (for example, 50 points) that will cause a bigger event to happen in the clan due to those actions. There are also different levels (easy, medium, and hard) that gain different amounts of points. However, you have to complete the quests in a certain amount of time after it’s given or else you won’t be able to get any of the rewards.
For example, if the aggressive meter gets to x amount of points, it could cause a feral pack of animals to attack sb or instigate an enemy.
Section 2: Classifications
Spoiler:
Each quest will have a classification. When you do a certain quest in a certain classification, you affect the amount of points in that classfication’s category, which leads to larger events in the clan. This is basically a way for members to determine plots in a way that makes sense in ic progression. I don’t have all of them prepared but here are the basic ones I’ve thought of:
Aggressive: These are quests that involve attacking either another clan or an inside group (possibly rogue spirits or feral animals). Positive Diplomatic: These are quests that involve interaction with allies and neutrals. These are specifically positive events that aim to help strengthen bonds with other clans and make new allies. Negative Diplomatic: These are quests that involve interaction with allies, enemies, and neutrals. These are specifically negative events that either weaken an alliance, antagonize an enemy, or make Snowbound look less favorable to a neutral, possibly even creating new enemies. Scavenging: These are quests that have to do with territory expansion and exploration, including adding new areas, landmarks, and resources. Medical: These are quests that focus on finding herbs, training the clan medically, teaching various lessons about medicine, etc. Unrest: These are quests that have to do with conflict among the clan. It could be a small disagreement, a fight, someone stealing someone else’s belongings, a misunderstanding, etc. Random: These are quests that can be any of the above. They gain more points and more currency but they could be for any of the categories. If this meter is completely filled, the categories are put in a random generator to pick what kind of event happens.
Special classification - the following classification is different from the others because it doesn’t operate on the general point system.
Protection: Protection quests will help build defenses of the clan, train members, and fortify supplies. Unlike the other classifications, protection starts with a set amount of points but each aggressive action or attack brings that down. If it falls low enough, Snowbound may suffer some kind of disaster or may take significant damage to their territory. Different levels of aggressive quests do different levels of damage.
Section 3: Levels
Spoiler:
As stated above, there are different levels of each classification. Those levels are titled easy, medium, and hard (although we could think of something more creative if ya’ll would like lol).
Easy: These earn the least amount of points and the least amount of coins. You’ll have a significant amount of time to do them (I’m thinking two weeks).
Medium: These earn an average amount of points and coins. You’ll have a shorter time to do them than the easy tasks but more time than the hard tasks (about a week). These may have an one additional objective, such as getting x amount of people to help with the task or reaching a certain objective in the thread.
Hard: These earn the most coins and points. You’ll only have three days to complete them and it may require you to make more than one thread (particularly in diplomatic instances) and may have one or more additional objectives.
Random events will have a heightened amount of points and coins regardless of which level is chosen.
Section 4: Shops
Spoiler:
Due to Snowbound moving into a village, I thought it’d be interesting if they take over and run some of the shops that would be abandoned there. These can be restaurants, bars, forgeries, museums, art galleries, etc. Really anything you can think of. This will be a place where the ic currency is exchanged so that your character can buy things, whether that be food or drinks or weapons or clothing or whatever else may be available.
To get a shop, there’ll be a directory thread where there’ll be an application to fill out. There are not allowed to be more than one type of any particular business to make sure we keep a variety of things. Some businesses may be close but not exactly the same and therefore allowed. For example, there could be a cafe, restaurant, and bar because all of them specialize in different things and you go to them for different purposes despite them selling similar products.
Store owners would be expected to create a thread every few weeks about something going on with the business or someone may post a thread to go into a shop and purchase something. If a shop is inactive for a month, it will be removed. They will be deemed inactive if the owner hasn’t posted a related thread and no one has purchased anything.
Section 5: Currency
Spoiler:
For currency, I was thinking that Snowbound could find a special type of limited mineral/rock with a specific color and design that’s hard to replicate. I was possibly thinking something like this, but it has naturally occuring cracks in it that appear to be in a pattern similar to a snowflake.
To keep track of the IC currency, it will be listed on the thread that also contains the request information for the quests with the general points, that way all rewards can be seen and counted in one place. Currency can be used IC at the stores to get your character weapons, clothes, food, etc.
So that's all of it! I know that's a lot of information and we'll need to figure out specifics in terms of the points and things like that but I'm really just looking for general thoughts on this. None of it is set in stone by any means so if you have any suggestions, please let me know!
Re: Quest System Discussion and Voting - melantha - 05-16-2018
Tracking
Re: Quest System Discussion and Voting - guts - 05-16-2018
[align=center][div style=" background-color: transparent; border: 0px solid black; width: 550px; min-height: 9px; font-family:; line-height: 110%; text-align: justify; color: black; padding: 20px"]track!!
hmu if u ever need help with setting this up