Quest idea: What Rodan wants |
Rodan
Spellbinder of Blacklight
Registration Date: 02.03.2003
Posts: 1,085
Location: City of Blacklight
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Quest idea: What Rodan wants |
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Starts in Blackight. This will be a quest through most of the
provinces. Rodan will ask the PC to get a number of old artifacts
(which cannot be used by the PC due to the fact they are damaged) which
will be found in a number of dungeons, ruins, and so forth through the
provinces. It may involve the legendary areas as well. What do you
think?
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26.04.2006 05:57 |
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X23
Marquess
Registration Date: 14.03.2006
Posts: 1,034
Location: Philadelphia
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Sounds basically like a huge fetch quest "Go to the dungeons of doom,
get past the legions of terror, defeat the guardian of evil. Get the
sword of slaying, and bring it to me.
But actually it wouldn't be that bad. As long as the rewards are good,
and the dungeons are challenging and varied it would be a fun quest. |
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26.04.2006 21:59 |
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masbeth
First Knight
Registration Date: 17.04.2006
Posts: 116
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and you want to make sure its more like an "indian jones" quest.. .not
just go through the dugneon, slaying mosnters, and find a chest that
just has some random thing called "obsidian's pearl" or something
what I mean is that the dungeons that contain the "relic" should have
to do with the dugeon, and have some reason for existance, and the
relic should be something really special for whatever like the
circumstance is.
I know this doesnt sound clear, but for example. I'm not good with the
actual lore and facts of these games, but like... you are sent to an
anceit temple that worshiped some god. The temple has been lost for
years, and so you first have to find a map, or marker, or directions to
the temple. Once in the temple, you must explore. the temple shows
signs of decays, since its been ngelected for 100s of years, and its
become the temporary home for a band of *sometype of monster* you
journey through the fancy temple, finding mini-artifacts that all have
to do with the past of this temple, and finally... you come to the main
"room", which has the artifact on a pedestal.. but its traped, and if
you remove it in a bad manner, or walk on the wrong stones while
approaching it, the trap springs.... indian jones style... not just
"slay monsters, reach the further point in a cavern, and BAM the chest
will be there with whatever you need"... it should be more immersive,
and more adventure like
its a treasure hunt
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27.04.2006 23:13 |
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Rodan
Spellbinder of Blacklight
Registration Date: 02.03.2003
Posts: 1,085
Location: City of Blacklight
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I think it may be a fun quest. One, you have to travel throught the
provinces, visit the legendary dungonss of Arena and get to grab
legendary treasures. But there has to be more. The PC will have to find
clues to these areas. It will involve multiple quests in between before
the "dungeon crawl" since Rodan won't tell the PC. And the quests for
knowledge won't usually involve the 'find and info' type quest.
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28.04.2006 00:10 |
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raggidman
Prince
Registration Date: 06.01.2006
Posts: 2,620
Location: where my heart is
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Was thinking about your Travel the Legendary Dungeons of Arena idea -
you could mod the whole of that from blacklight if you wanted - by
making each Dungeon into a separate worldspace connected by a teleport.
If for the purposes of this quest all the normal entrances are blocked
then you could even include all the original locations in our various
associated mods without conflict problems.
Why would this be so cool? Because once this quest was completed the
teleport might be destroyed and new areas connected to an exact copy of
the model you made for your quest might then be opened by the resulting
explosion so that there would be 10 or so pre-created and known
locations in the associated mods = great advertising and a very
important go-to reason to play Blacklight!
...heh, heh, heh, sinister chortle fades into suspiciously raggid shadows...
__________________ Because
loyalty is not to be spoken of and honour is to be endured. Whilst
courage is to be survived. These virtues belong to silence.
Steven Erikson.
But, if one man does nothing can he be said to be good? raggidman
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29.04.2006 00:48 |
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raggidman
Prince
Registration Date: 06.01.2006
Posts: 2,620
Location: where my heart is
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RE: Quest idea: What Rodan wants |
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Been thinking a bit more about your idea. seems you are thinking that
you prefer the player to go from mod to mod in pursuit of this quest,
but the ideas that were coming through might still be useful:
The thought that drew me to consider areas of the dungeons that could
not be directly accessed via the teleports was thinking about how to
draw the player back to explore, and it occurred that there might be
noises from behind various walls. They would sometimes have to be very
clear and vivid, and at others muted or distant, and as caves play
tricks on the hearing and with sound the makers of these noises might
react to the player, but they could be mutually unable to locate each
other for good or ill.
If you wanted a name for this quest them it might be something like:
'The Whispers of Ancient .....' somethings - this last words being
defining of the tone of your quest. Good, evil, grand, scaary,
whatever... ?
There might even be a quest within a quest, in that the Teleporter
Locations might lead to lesser rewards, duplications, frauds, or
imitations not quite of the expected quality, but enticing
nevertheless. After all it is so easyto use a teleport.
at the seeming end of the trail there might be a clue that you will
have to travel overland to each location to complete the quest...and so
it starts again! This time you will actually face all the things that
you heard, and it might be that they were totally different than you
imagined them...
__________________ Because loyalty is not to be
spoken of and honour is to be endured. Whilst courage is to be
survived. These virtues belong to silence.
Steven Erikson.
But, if one man does nothing can he be said to be good? raggidman
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30.04.2006 00:35 |
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Rodan
Spellbinder of Blacklight
Registration Date: 02.03.2003
Posts: 1,085
Location: City of Blacklight
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Your going to my type of thinking. The PC will have a great time
discovering the clues and rediscovering the areas for the lost
treasures! We can have the PC going throughtout the big cities there
and going through quests before even the discovery of a dungeon. It may
take time before they get the location of the dungeon in Skyrim as well
as the one in Elysweyr. The last one was in Cyrodiil so it's not a
problem. But going throught the ancient forest in Valenwood and going
through Morrowind will give the PC more than enough adventuring than
going through the gates of Oblivion!
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30.04.2006 01:18 |
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raggidman
Prince
Registration Date: 06.01.2006
Posts: 2,620
Location: where my heart is
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by having the entrances modded in but blocked until the player
completes the Circle of the Teleported Locations the player could even
stumble accross some or all of them, but be unable to access them.
The player might find partial maps that indicate the entrances in the
upper world, and decide to go to those locations accessible w/out
completing the teleporting Circle, and be confounded...
Once again there might be intimations of inhabitants at or very near
the blocked entrances, but no way to access until the teleportted
Circle quest was complete. Which would go a long way to explain why
both the real and lesser, 'dummy' treasures were not located in the
first place.
Another idea came to mind last night, that you could use light and
vibration also to create the awareness of further inaccessible areas.
Light through cracks is the obvious - but in Skyrim there might be a
small glacier separating areas so that you could see shadows or images?
And in some areas cracks in the rock might allow you to directly see
the shadows of the inhabitants in the area you cannot get to. There
might be more than one kind of creature too, even benign creatures
separated from evil creatures by means not apparent from the Teleport
Corridors.
So if you hear a chilling monster roaring and see a distorted shadow
cast on a wall the player might assume that the shadow represented the
monster and throw a fireball or other area effect killing a benign
creature who the player might later need or have otherwise used to
achieve something wonderful...
Or it might be children making noises to scare each other, etc, so that
if you kill them, you later find their bodies...what a terrible thing
to have on your conscience...
As for vibration, that can be represented by rocks shifting using the
Havok Physics, dust falling, and even candles or wall sconce flames
flickering wildly...
Scaaaary
__________________ Because
loyalty is not to be spoken of and honour is to be endured. Whilst
courage is to be survived. These virtues belong to silence.
Steven Erikson.
But, if one man does nothing can he be said to be good? raggidman
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30.04.2006 22:04 |
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HeIsTheDarkness
Seigneur
Registration Date: 12.05.2006
Posts: 257
Location: Russia
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14.06.2006 11:45 |
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raggidman
Prince
Registration Date: 06.01.2006
Posts: 2,620
Location: where my heart is
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Been looking for ways to link up quests and get modellers interested in stuff - so here is link to a new thread set up by HeIsTheDarkness who has some ideas on Teleport Gates if you want to pursue the Teleport idea...
__________________ Because
loyalty is not to be spoken of and honour is to be endured. Whilst
courage is to be survived. These virtues belong to silence.
Steven Erikson.
But, if one man does nothing can he be said to be good? raggidman
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14.06.2006 11:51 |
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