Wednesday, 31 December 2014

Venicia: Quest Design - Flow Chart
















What I have created below is a flowchart based on how I create quests.

It is designed to be flexible so that it can be changed to suit the needs of the situation as well as informative enough that the extra preparation allows for "off rail" play. You can say perhaps change the NPC quest giver to a physical item or predesignate available solutions. Even thinking of how the same task can be completed in multiple ways is advantageous.

This can also be scaled down as well. An NPC requires delivery of an item. It is valuable but dangerous and may be unstable. The NPC  is an archaeologist, wanting to move goods from a dig site to a research camp.  It has been advertised on a local guild bounty board. The PCs have gotten so far as to the dig site but now they must transport the items. Their new goal would be to find a form of transport. Depending on what they choose would affect the safety of the party but this choice could be considered a small aspect by a GM, I know I have forgotten to think about small things like that. I've sometimes forgotten to given my party any form of ambient help  and no possibility to continue or I've been unprepared for player ingenuity,

If you see quests as as a series of choices and events it will allow you to prepare for a few different outcomes. It will not only expand your own understanding as a GM but may also help create a more 'satisfying' quest than initially thought. It will also give you a framework to adapt if you want to improvise. All components can be changed to suit individual games but it may or may not work as this is beneficial to my playstyle. I have stated before I'm pretty new to GM'ing and the community in general so I've been designing ways to help.

On a side note I got more research materials for Venicia game design for Christmas.

Let me know what you think.

Happy New Year!

/Drew - Tesla

1 comment:

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