SP - General idea for extra quests

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xHDxzero

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i just had some ideas for possible quests
so i will state a few of them here

"1: unrest in village"
requirements to show up: a lord owns a village with low loyalty, food shortages, low wealth.

the quest: the lord will tell you that one of the villages he owns has been experiencing unrest for a while. normaly he would solve this him self but due to some reason he cant so he asks the player to deal with it.

the unrest can be caused by a few reason and depending on the reason there are diffrent options complete the quest
reason 1: food shortage
reason 2: taxes are too high
reason 3: the lord is unpoplar with the peasants

when you go to the village one of the NPCs will tell you the reason why there is unrest in the village

afterwards the player will be presented what option he/she will take to complete the quest

1: (can be used to solve all 3 reasons ) the player uses his own party to restore order in the village. this option may cause the peasants to attack the players party. this option will cause a negative relation hit with all NPCs present in the village.

2: (shows up when reason 1 causes the unrest) argee to bring food free of cost to the village. smal chance to gain 1+ with the village NPCs

3: (shows up when reason 2 causes the unrest). player can give some of his money to relieve the tax burden for a while.
4: (shows up when reason 2 causes the unrest). player may try to convince the village owner to lower taxes. charm check will decide if the player is succesful in his attempt to convince the lord. if the player fails he/she has to end the quest. or try option 3. if after a failed attempt of option 4 if the player tries to do option 3 the village relation penalty will be harsher.

5: (shows up when reason 3 causes the unrest). player has to do a charm check on all the NPCs in the village to convince them the lord is not that bad. if the player gets 50% to believe the lord is not that bad he completes the quest. if the player convinces more then %50 NPCs then he will get a slightly better reward if the player fails he can give up on the quest or try option 1
6: (shows up when reason 3 causes the unrest). player may buy trade goods and give them to the peasants in the lords name.

reward: a decent amount gold and decent amount of opion

2: murder in the city.

requirements: non. or low security in the city.

the quest: a friend/relative of a city NPCs has been murdered. the city guards are either unwilling, too corrupt or too incompetent to do anything about it. so he asks you to solve the murder.

you have to gather clues on who did it. you can do this by waiting in the city itself. in order to gain clues you need either high rogue to find clues on your own. or high charm to convince people to tell you clues. you can clues will most of the time point to the right person but if you have low rogue you misunderstand the clues or get tricked by clues planted by the culprint. charm has a higher chance to give you false clues due to people misremebering things. once you have a certaint amount of clues you can have a decent idea of who the culprint is. it turns out that the culprint is a associate of one of the other NPCs in the settlement. accusing them even if it turns out they did it will anger them. after a certaint period the quest giver will aproach you and says he is tired of waiting and wants to know if you have caught the culprint. you can either tell him: 1 you have enough clues on who it could be and then advise him to take legal actions against the culprint. 2: you dont have enough clues to pinpoint who it is and ask for more time. you will need to do a charm check if you fail the quest fails(duh) if you succeed then you get a few more days to get more clues.

after you have gather enough clues to the point that your beliefe you have the right person(or you run out of time) then the quest giver will take the culprint to trail. depending on the amount of clues you got will decide wheter the trail fails or succeeds. if the trail succeeds you complete the quest and you get both gold and relation with the quest giver but a relation hit with the person the culprint associated to. if the trail fails then you get negative relation with the quest giver and the associated NPCs.

after events. if you got the wrong person convicted then there is a chance for it to be discovered. if that happens you get a letter from the quest giver saying that it the guy you said did it was innocent. you get a negative relation hit with the quest giver and the associated NPC.

3: fickle lord building project
requirments: lord with negative traits. and the player has high engineer or companion with high engineer.

the quest: a lord wants to do some construction project but he cant find a engineer that is ''up to his standarts'' then he asks either the player or the players companion to help with it. turns out the lords has unreasonable high standarts. if the engineer has 100 skill then the chance is 50/50 for the lord to like or dislike the result. every point in in engineer below or above 100 ads a +0.25 or -0.25 to the chance the lords will like it. if the lord likes what he sees. you will succeed the quest and gain a decent amount of money and relation. if he does not like it you fail the quest and you lose some relation with him. and he will either give a small amount or nothing at all of what he promised to pay you for your work

4: important prisoner transport
requirments: lord has fought a battle not too long ago and won

the quest: the lord tells you he manged to capture a pretty important minor noble that can provide him a hefty ransom. but he wants him to be brought to one of his fiefs but due to some reason he cant do it him self. he is willing to pay you a small amount to transport the prisoner. after you are on your way to bring him to the desired fief the prisoner will offer you to pay way more then the lord is paying to transport him back home. if you refuse you will continue on the original mission and bring him to the fief in question. you will gain a small amount of money and relation with the quest giver. if you accept the prisoners offer he will become a temporary companion and asks for you to bring him home. once he is home he will give you hefty sum of money. you dont gain any relation. you will lose a lot of relation with quest giver. if your not part of a faction then the quest givers faction becomes hostile towards you. you if your part of a another kingdom it causes a diplomatic incident that may cause a war and you lose a small amount of relation with your faction leader. if your part of the same faction as the quest giver nothing happens

5: avenge a clan memebers death.
requirments: a clan memeber died in battle or got executed by a enemy lord

the quest: once clan member dies you get a notification. you get the option to declare vengeance for their death. you have to defeat the lord in question in battle. (maybe even make the lord in question have a higher chance of dying in it). once the battle is over if the lord dies or you dont capture you complete the quest but if you want to kill the lord you can continue. if you mange to capture the lord you can either let him go wich completes the quest. or excute him with either no consciences or lesser consciences then a normal excution. as reward you get a small renown boost depending on clan level.

6: nobles going bandit.
requirments: a lot of villages have been raided/long period of peace

the quest: a lord tells you that some nobles have resorted to banditry. either due to the fact that their villages have been raided and they lost everything and are going bandits to make a living. or due to long a long period of peace and they realise that plundering and raiding caravans could make way more then their small holdings ever could. the lord wants to have these noble bandits removed. if you accept the game will spawn a few large bandit parties led by a small group of high tier noble troops.

the party depends on the culture of faction. like:
battanian fians leading large parties of forest bandits if the quest giver is part of battania.
khuzait khan guards leading large parties of steppe bandits if the quest giver is part of kuzhait. etc.

once all the parties are defeated you can go collect your reward from the quest giver.

maybe i will add some more if i can think more up but that was it for now.
 
I think i generall sidequests should try to be more than just a skillcheck. Of course quests like this can be implemented but usually they won't be a lot of fun in my experience. Also sidequests that involve a lot o fighting don't have the highest priority for me. You are constantly fighting anyway so sidequests should try to serve a different experience.
Of course a quest where you have to fight a lord in a duel offers a different experience than your constant battles. Or something where you have to fight a fistfight. So something like this can be fun.


The question is: What besides fighting can be fun?

Sneaking is the first thing that comes to my mind. But only with a smart AI that is not on Assasins creed level...
So quests that involve that could be cool.

Scouting could be another thing. War breaks out and your king gives you the order to find out where the enemy army is gathering and what they are planning. Of course this can only be fun if the player can't just look everything up in the encyclopedia.
Also some additional mechanics like messengers and enemy scouts that you can intercept would help too.

Quests where you have to persuade somebody can actually be fun and more than just a skillcheck.
For example if the player could do following things to raise his chances:
- Approach lord with the right outfit. He is a brutal warrior? Approach him in your battle clothing. He is a fine senator? Get a expensive tunic.
- Get bether relations with him first by: play a board game, go on a hunt with him, go on a raid with him, have a horse raice with him, if he is a barbar maybe even a fist fight could be a good way.
- A bether dialogue system. Currently i don't even read the options. I just look which has the best chance of succes based on the numbers.
You should have to find out his traits. They shoudn't just be listet in the encyclopedia. So to choose the best option you need to know his traits and yours. Then you need to currectly guess which talk option requires which traits.

Quests that include races with horses.

Quests that include the board games.

These are the things i can come up with. I think your quest idears all make sense but they need to include fun and different gameplay.
 
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