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Quest ideas wanted

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i'm making a quest system in my game (an RPG) ,in which the player can get some extra money and experience.
but i need some ideas for quests so i like to ask you all to post your ideas here ,any ideas would be appriciated (ideas that i'll use will be put in credits of my game ^^)


Form:
The Quest name:
What do you have to do(optional, in steps):
(exemple:get the potion , give the potion to.....)
What you get as reward (optional):
Discription:
(exemple: jack has no more potions and wants you to go get him some....)
If you can fail it and how (optional, if not mentioned it has no fail conditions):


Taken ideas:
Spoiler for:
moobob9
Spoiler for:
How about......Water is not being produced in the wells of a city. You are sent into the sewers to investigate what the problem is. It turns out that some kind of monster is causing some kind of trouble in the sewers, and you have to stop him. You must track down and fight the quickly moving monster (my idea is that you make a large sewer and make the monster walk "very quickly" randomly through the sewer). You fight the monster. Now all you have to do is fix the system that gets water to the wells of the city (that part you can figure out how to do =D). You fix the system, return to your city and claim your reward!
I hope that that's a good quest idea!
Kyriaki
Spoiler for:
Hmm, ok how about this! Even though it's technically a fetch quest...

The Quest name: The Littlest Mermaid

Description: A mother is frantic over her little girl that loves swimming hasn't come yet, she should be at the river and the player has to go find her!

What do you have to do:
1. Find the girl at a set point at the top of the river, the player showing up in the nick of time to see her scream for help before beginning to be swept down river.
2. A timer starts and the player has to follow her down river, the girl stopping every now and then because of logs, rocks, or simply clutching to the side of the river - at this point the player has a chance to try and get her but only within a few seconds window before she continues down river. (If they cannot do so, see fail.)
3. The player returns to the village with the girl, or is automatically transferred to the mother's house!

What you get as reward: An Item that stops timers or even a Skill that inflicts a state that stops weaker monster from acting for a number of turns.

If you can fail it and how: If you don't save her in the allotted amount of time, the village shuns you, shops become inaccessible or far too expensive at that point in the game, etc. So it's not a sad quest, maybe you can put a clause that you run into her later in the wilderness and can take her back after all and get super discounts and praise ^^! But not the original reward, just to keep a reason to complete it the correct way.
Honenya (gave me more of an idea like make them be friends or let them work together , instead of killing eachother (my character is not an assasin ^^) )
Spoiler for:
How about you do a rivalry like quest.

You know, where there is a rivaling inn and the one with the lesser business wants you to take out the bigger business, and when the time comes for you to kill the rival, you make the rival bribe you by offering double the reward of the original quest guy.

It's always fun to do this, for an evil-good twist ^^.
liberty
Spoiler for:
The Quest name: Marriage Mayhem
A longer quest.
Spoiler for:
What do you have to do:
- Chase the sister
- Chase the ring
- Find the older sister
- Mini-game/puzzle to distract monster
- Kill monster

What you get as reward:

If you fail you get a stat increase at the wedding feast and perhaps the chance to help the younger sister find love later on down the track.
If you don't fail you get an invite to the wedding (down the track a larger stat increase), the weapon the husband to be didn't need to use and the chance to make folks happy.

Description:
ELDER SISTER: Mary*
YOUNGER SISTER: July*
HUSBAND TO BE: Mike*
Two sisters, Mary is getting married in a few days to Mike, a man the younger sister, July, supposedly hates. July steals the wedding ring, hoping it'll stop the wedding, and runs off. You're asked to find her and bring her back - Mary seems more worried about little sister than the ring/wedding. So you chase July around town and finally corner her near a well, where she throws in the ring, then runs off again. You head down the well and have to chase the floating ring through a series of underground rivers until you catch it. You also find an old love letter from July to Mike.

When you get back you find July really worried as Mary is missing (went to look for July) and Mike has gone looking for her. You go looking for them (July 'joins' your group/entourage forcibly) and eventually find Mary trapped by a monster. You have a certain amount of time to use long range puzzle attacks to annoy it (throw rocks, sticks, arrows etc to 'fill' a distraction bar/gauge). If you don't (NOT FAIL) then July sneaks by and distracts it, but is attacked. Mike jumps in front and protects her but gets injured.

You kill the monster and Mike admits that he is really in love with July and that the marriage was designed by him and Mary to get her jealous/see if she still loved him. Wedding is called off and both sisters are happy.

If you do distract it (FAIL) then it attacks you and you fight it. Mike finally turns up and deals the killing blow. July agrees to allow the wedding, saying that she can see Mike really loves Mary. You stay for the wedding (stat gains?) and find the next day that July's left town during the night.

If you can fail it and how:
The failure is that neither sisters are happy with the marriage as Mike was July's ex that she still loved and for Mary was helping Mike test her sisters love for him, which backfired. She and he felt obligated to continue the marriage.

*Feel free to change. Just there for identifying purposes.

« Last Edit: July 08, 2010, 08:29:01 AM by Mitsarugi »

**
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RMRK Master
How about......Water is not being produced in the wells of a city. You are sent into the sewers to investigate what the problem is. It turns out that some kind of monster is causing some kind of trouble in the sewers, and you have to stop him. You must track down and fight the quickly moving monster (my idea is that you make a large sewer and make the monster walk "very quickly" randomly through the sewer). You fight the monster. Now all you have to do is fix the system that gets water to the wells of the city (that part you can figure out how to do =D). You fix the system, return to your city and claim your reward!

I hope that that's a good quest idea!
..........|¯•¸_¸,.•”ˆ¯....Thundercow....¯ˆ“•.,¸_¸•¯|..........
¯•_¹ˆ¯•ˆ¯¯±¸_Thunderclan WÅrrÏØr_¸±¯¯ˆ•¯ˆ²_•¯

Epequest
Game-25% complete
Demo-99% complete

***
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Monster Hunter
hmmm... i like your idea, it's a good one i'll put it in my game (and put you in my credits ofcourse ^^, i put that username or did you have an other one in mind?)

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moobob9 is fine, thanks!
..........|¯•¸_¸,.•”ˆ¯....Thundercow....¯ˆ“•.,¸_¸•¯|..........
¯•_¹ˆ¯•ˆ¯¯±¸_Thunderclan WÅrrÏØr_¸±¯¯ˆ•¯ˆ²_•¯

Epequest
Game-25% complete
Demo-99% complete

**
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You will die with honor...
Perhaps a widow loses her ring or something.

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it's time to poke
You have to go fetch something.

^^^--- I expect this to comprise 75% of your questing.


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You have to go fetch something.

^^^--- I expect this to comprise 75% of your questing.

I hope not.

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***
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it's time to poke
About 90% of quests in RPGs ---> Either:
1. Fetch something for an NPC
2. Kill a certain monster/piece of scenery/person.
3. Go to a certain place (sometimes this is a quest in itself.)


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This text is way too personal.
Bronze - GIAW 11 (Hard)Silver - GIAW Halloween
About 90% of quests in RPGs ---> Either:
1. Fetch something for an NPC
2. Kill a certain monster/piece of scenery/person.
3. Go to a certain place (sometimes this is a quest in itself.)

Obviously this one has never played Tales of Phantasia.

Help this Mitsarugi person by suggesting something that isn't one of those.

********
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About 90% of quests in RPGs ---> Either:
1. Fetch something for an NPC
2. Kill a certain monster/piece of scenery/person.
3. Go to a certain place (sometimes this is a quest in itself.)

which gets old and boring FAST

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***
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it's time to poke
About 90% of quests in RPGs ---> Either:
1. Fetch something for an NPC
2. Kill a certain monster/piece of scenery/person.
3. Go to a certain place (sometimes this is a quest in itself.)

Obviously this one has never played Tales of Phantasia.

Help this Mitsarugi person by suggesting something that isn't one of those.
Well, there is a 10% error margin, but whatever...

Uhh, let's see.... collect a certain number of-- damn.
Go and kill a thief that is terrorising-- damn.

Try and minimise the fallout of a conflict between two nobles with some clever mediation via a party/piece of capital that is important to both of them... or kill one of them.


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This text is way too personal.
Bronze - GIAW 11 (Hard)Silver - GIAW Halloween

Obviously this one has never played Tales of Phantasia.

Help this Mitsarugi person by suggesting something that isn't one of those.
Well, there is a 10% error margin, but whatever...

Withdrawn. And yeah, that does sound alright, though a bit major for a small sidequest.

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it's time to poke
It can be a long Mage's-Guild-In-Oblivion esque "sidequest".


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the thing about quests is that while you're doing mostly the same things over and over again, you can go about doing them in interesting ways.

What is more interesting
> go kill Loki and 30 of his followers
or
> HELP THE GOD OF THUNDER STORM THE TERRACE AND TAKE DOWN LOKI AND HIS FOLLOWERS
( where said god proceeds to show up and you go on a rampage )

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All that you know is at an end...
Alright, I think I've got an idea that doesn't involve killing or gathering stupid things.

 The player, while exploring, walks into a house, and into a crime scene. One of the officers recognizes the character, and asks him/her for help. The player is then locked in the house, and must talk to all the people involved in the murder, as well as examine rooms in the house for clues, sort of like playing the game clue. Each NPC has multiple choice options and the player must deduce who is lying in order to figure out who is the killer. For multiple playthroughs, you could randomize who actually committed the crime. Rewards could vary depending on who you pin the murder on, and whether they actually did it or not.

********
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Alright, I think I've got an idea that doesn't involve killing or gathering stupid things.

 The player, while exploring, walks into a house, and into a crime scene. One of the officers recognizes the character, and asks him/her for help. The player is then locked in the house, and must talk to all the people involved in the murder, as well as examine rooms in the house for clues, sort of like playing the game clue. Each NPC has multiple choice options and the player must deduce who is lying in order to figure out who is the killer. For multiple playthroughs, you could randomize who actually committed the crime. Rewards could vary depending on who you pin the murder on, and whether they actually did it or not.

if you randomize who did it you have to randomize the clues too.

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**
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All that you know is at an end...
Alright, I think I've got an idea that doesn't involve killing or gathering stupid things.

 The player, while exploring, walks into a house, and into a crime scene. One of the officers recognizes the character, and asks him/her for help. The player is then locked in the house, and must talk to all the people involved in the murder, as well as examine rooms in the house for clues, sort of like playing the game clue. Each NPC has multiple choice options and the player must deduce who is lying in order to figure out who is the killer. For multiple playthroughs, you could randomize who actually committed the crime. Rewards could vary depending on who you pin the murder on, and whether they actually did it or not.

if you randomize who did it you have to randomize the clues too.

Yeah, I forgot to add that part. It could work, though.

***
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Level 81
Monster Hunter
i see that you all have ideas but what i would like to see are ideas in the form like CursedBlackWolf gave.
althought it's more of a quest for a detective game ^^ but it's a good one, and my game is an RPG (lol R-P-G maker XD )
i like NAMKCOR idea:
Quote
What is more interesting
> go kill Loki and 30 of his followers
or
> HELP THE Cthulhu OF THUNDER STORM THE TERRACE AND TAKE DOWN LOKI AND HIS FOLLOWERS
( where said Cthulhu proceeds to show up and you go on a rampage )

try telling your idea the same way as CursedBlackWolf did ^^
And Mikhail Faulken i have a fetch quest (play fetch with a dog XD)
but if you have any other ideas what to fetch plz tell me.
i need as much of ideas as possible so that i have some quests to do for the player ^^
i'll add a form for posting your quests in the firts post :)
« Last Edit: June 23, 2010, 07:41:20 AM by Mitsarugi »

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How about you do a rivalry like quest.

You know, where there is a rivaling inn and the one with the lesser business wants you to take out the bigger business, and when the time comes for you to kill the rival, you make the rival bribe you by offering double the reward of the original quest guy.

It's always fun to do this, for an evil-good twist ^^.

**
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Level 79
Hmm, ok how about this! Even though it's technically a fetch quest...

The Quest name: The Littlest Mermaid

Description: A mother is frantic over her little girl that loves swimming hasn't come yet, she should be at the river and the player has to go find her!

What do you have to do:
1. Find the girl at a set point at the top of the river, the player showing up in the nick of time to see her scream for help before beginning to be swept down river.
2. A timer starts and the player has to follow her down river, the girl stopping every now and then because of logs, rocks, or simply clutching to the side of the river - at this point the player has a chance to try and get her but only within a few seconds window before she continues down river. (If they cannot do so, see fail.)
3. The player returns to the village with the girl, or is automatically transferred to the mother's house!

What you get as reward: An Item that stops timers or even a Skill that inflicts a state that stops weaker monster from acting for a number of turns.

If you can fail it and how: If you don't save her in the allotted amount of time, the village shuns you, shops become inaccessible or far too expensive at that point in the game, etc. So it's not a sad quest, maybe you can put a clause that you run into her later in the wilderness and can take her back after all and get super discounts and praise ^^! But not the original reward, just to keep a reason to complete it the correct way.
.: Current Project :.

********
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I wasn't giving you an idea, I was showing an example of how to spice up tired boring quest mechanics.

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I wasn't giving you an idea, I was showing an example of how to spice up tired boring quest mechanics.

^^ lol yeah i figured that out when i read your post a second time :p
but would you have an idea maybe? knowing that you know which kind of idea would be boring, you should have an idea for a good quest no? ^^

@Kyriaki -  taken, it's a good one , now i'll have to see how to event it ^^
any other good ideas? :3

**
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Hmm, ok how about this! Even though it's technically a fetch quest...

The Quest name: The Littlest Mermaid

Description: A mother is frantic over her little girl that loves swimming hasn't come yet, she should be at the river and the player has to go find her!

What do you have to do:
1. Find the girl at a set point at the top of the river, the player showing up in the nick of time to see her scream for help before beginning to be swept down river.
2. A timer starts and the player has to follow her down river, the girl stopping every now and then because of logs, rocks, or simply clutching to the side of the river - at this point the player has a chance to try and get her but only within a few seconds window before she continues down river. (If they cannot do so, see fail.)
3. The player returns to the village with the girl, or is automatically transferred to the mother's house!

What you get as reward: An Item that stops timers or even a Skill that inflicts a state that stops weaker monster from acting for a number of turns.

If you can fail it and how: If you don't save her in the allotted amount of time, the village shuns you, shops become inaccessible or far too expensive at that point in the game, etc. So it's not a sad quest, maybe you can put a clause that you run into her later in the wilderness and can take her back after all and get super discounts and praise ^^! But not the original reward, just to keep a reason to complete it the correct way.
Good idea having the game continue when you fail a quest! I do that lots too XD!

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"Dear diary, jack pot"
Quest Name: Lover's Lane Exposed

Somewhat of a basic quest.
The character or whatever randomly stumbles upon a beautiful place, and getting dazed by the light and sparklies (I had nothing else to add to something beautiful) the entrance behind them get closed. Magic, Swords, Axes, Guns, etc. Can't penetrate it, having no choice the character has to explore deeper into the place and eventually find two people pinned to trees by the same thing blocking the entrance, with their last breathe they tell you if you can pass the trees test (which could be fighting, puzzles, treasure hunting, a murder scene) or something random you see the two bodies disappear and as you're leaving you find the two lovers were Adam and Eve or something who had become pinned to the trees of sin for tainting the world or something. Then as the memory ends, you escape back to the world and the blocked entrance is gone, nothing is left but trees leading to the ocean or something. The only thing left is the scent the world has left upon you, and the memories given to you, and you can get some random items, spells, or something.

Just something made up on the spot, so sorry if its not as detailed as you might want its just something basic that you could probably (and should) change up to make it better.
Deceased, the memories of time flow ever lasting. Let the passion of the living and the dead touch you, and give you their wisdom.

I'd sooner die than leave your side, I'd sooner rust than let you die.

********
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but would you have an idea maybe? knowing that you know which kind of idea would be boring, you should have an idea for a good quest no? ^^

If I had ideas, I'd be making my own game.

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***
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Quest Name: Lover's Lane Exposed

Somewhat of a basic quest.
The character or whatever randomly stumbles upon a beautiful place, and getting dazed by the light and sparklies (I had nothing else to add to something beautiful) the entrance behind them get closed. Magic, Swords, Axes, Guns, etc. Can't penetrate it, having no choice the character has to explore deeper into the place and eventually find two people pinned to trees by the same thing blocking the entrance, with their last breathe they tell you if you can pass the trees test (which could be fighting, puzzles, treasure hunting, a murder scene) or something random you see the two bodies disappear and as you're leaving you find the two lovers were Adam and Eve or something who had become pinned to the trees of sin for tainting the world or something. Then as the memory ends, you escape back to the world and the blocked entrance is gone, nothing is left but trees leading to the ocean or something. The only thing left is the scent the world has left upon you, and the memories given to you, and you can get some random items, spells, or something.

Just something made up on the spot, so sorry if its not as detailed as you might want its just something basic that you could probably (and should) change up to make it better.


not much of a quest, i think it's more of a scene in the game ^^
but thanks for posting and trying to help me find some ideas :)

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bump

common people there should be more ideas then that.

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Why not make a trap maze and force the player to go through it?
Simply build a maze of walls, put some fog around to make it a bit trickier I suppose.
Make some traps, like rolling boulders triggering in dead ends, spikes triggering every 5 seconds using a para event and so on.
The goal of course it to reach the end and get the extremely important cake, then heading back without dying and of course it has to be done in X time so the cake won't get spoiled.
holy shit my sig was big!

***
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Why not make a trap maze and force the player to go through it?
Simply build a maze of walls, put some fog around to make it a bit trickier I suppose.
Make some traps, like rolling boulders triggering in dead ends, spikes triggering every 5 seconds using a para event and so on.
The goal of course it to reach the end and get the extremely important cake, then heading back without dying and of course it has to be done in X time so the cake won't get spoiled.

O.o cake ?
XD loooooooool
funny idea :)

**
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Yo!
The Quest name: Marriage Mayhem
A longer quest.
Spoiler for:
What do you have to do:
- Chase the sister
- Chase the ring
- Find the older sister
- Mini-game/puzzle to distract monster
- Kill monster

What you get as reward:

If you fail you get a stat increase at the wedding feast and perhaps the chance to help the younger sister find love later on down the track.
If you don't fail you get an invite to the wedding (down the track a larger stat increase), the weapon the husband to be didn't need to use and the chance to make folks happy.

Description:
ELDER SISTER: Mary*
YOUNGER SISTER: July*
HUSBAND TO BE: Mike*
Two sisters, Mary is getting married in a few days to Mike, a man the younger sister, July, supposedly hates. July steals the wedding ring, hoping it'll stop the wedding, and runs off. You're asked to find her and bring her back - Mary seems more worried about little sister than the ring/wedding. So you chase July around town and finally corner her near a well, where she throws in the ring, then runs off again. You head down the well and have to chase the floating ring through a series of underground rivers until you catch it. You also find an old love letter from July to Mike.

When you get back you find July really worried as Mary is missing (went to look for July) and Mike has gone looking for her. You go looking for them (July 'joins' your group/entourage forcibly) and eventually find Mary trapped by a monster. You have a certain amount of time to use long range puzzle attacks to annoy it (throw rocks, sticks, arrows etc to 'fill' a distraction bar/gauge). If you don't (NOT FAIL) then July sneaks by and distracts it, but is attacked. Mike jumps in front and protects her but gets injured.

You kill the monster and Mike admits that he is really in love with July and that the marriage was designed by him and Mary to get her jealous/see if she still loved him. Wedding is called off and both sisters are happy.

If you do distract it (FAIL) then it attacks you and you fight it. Mike finally turns up and deals the killing blow. July agrees to allow the wedding, saying that she can see Mike really loves Mary. You stay for the wedding (stat gains?) and find the next day that July's left town during the night.

If you can fail it and how:
The failure is that neither sisters are happy with the marriage as Mike was July's ex that she still loved and for Mary was helping Mike test her sisters love for him, which backfired. She and he felt obligated to continue the marriage.

*Feel free to change. Just there for identifying purposes.

***
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Monster Hunter
The Quest name: Marriage Mayhem
A longer quest.
Spoiler for:
What do you have to do:
- Chase the sister
- Chase the ring
- Find the older sister
- Mini-game/puzzle to distract monster
- Kill monster

What you get as reward:

If you fail you get a stat increase at the wedding feast and perhaps the chance to help the younger sister find love later on down the track.
If you don't fail you get an invite to the wedding (down the track a larger stat increase), the weapon the husband to be didn't need to use and the chance to make folks happy.

Description:
ELDER SISTER: Mary*
YOUNGER SISTER: July*
HUSBAND TO BE: Mike*
Two sisters, Mary is getting married in a few days to Mike, a man the younger sister, July, supposedly hates. July steals the wedding ring, hoping it'll stop the wedding, and runs off. You're asked to find her and bring her back - Mary seems more worried about little sister than the ring/wedding. So you chase July around town and finally corner her near a well, where she throws in the ring, then runs off again. You head down the well and have to chase the floating ring through a series of underground rivers until you catch it. You also find an old love letter from July to Mike.

When you get back you find July really worried as Mary is missing (went to look for July) and Mike has gone looking for her. You go looking for them (July 'joins' your group/entourage forcibly) and eventually find Mary trapped by a monster. You have a certain amount of time to use long range puzzle attacks to annoy it (throw rocks, sticks, arrows etc to 'fill' a distraction bar/gauge). If you don't (NOT FAIL) then July sneaks by and distracts it, but is attacked. Mike jumps in front and protects her but gets injured.

You kill the monster and Mike admits that he is really in love with July and that the marriage was designed by him and Mary to get her jealous/see if she still loved him. Wedding is called off and both sisters are happy.

If you do distract it (FAIL) then it attacks you and you fight it. Mike finally turns up and deals the killing blow. July agrees to allow the wedding, saying that she can see Mike really loves Mary. You stay for the wedding (stat gains?) and find the next day that July's left town during the night.

If you can fail it and how:
The failure is that neither sisters are happy with the marriage as Mike was July's ex that she still loved and for Mary was helping Mike test her sisters love for him, which backfired. She and he felt obligated to continue the marriage.

*Feel free to change. Just there for identifying purposes.

love the idea i'll take it thank you very much , CREDIT!

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RMRK Junior
Quest Name: Clean up the Town

Objective: Kill 10 Monsters

Description: The Town is Being crowded by Monsters Please Help Clean it up By Killing 10 Monsters.

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Level 82
IT ALL ENDED.
well there are the obvious ones
Quest name:Mining
Objective: Find <rare metal here>
Description: find a rare metal for an NPC

Quest name:Item retrival
Objective: Find a lost <insert item here>
Description: A random NPC has lost his/her item. If you find it bring it back

Quest name:Tournamet
Objective: win it
Description: A tournament is being held. Play and win

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my name is Timothy what's yours
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Hello
2014 Most Missed Member2014 Zero to Hero2014 Best IRC Quote2012 Zero To HeroSecret Santa 2012 ParticipantContestant - GIAW 9For frequently finding and reporting spam and spam bots2011 Zero to Hero
I thought the point was to not do the obvious ones. I suppose I could help.

Spoiler for Quest:
Quest Name: An Old Dream/Infiltration and Assassination
Description: A retired mercenary needs your help in completing his life-long dream.
What Happens: 1. An old man tells you that he was once a mercenary, but he could not complete his own objective; to kill a murderer who once murdered his brother/mentor/father/anyone close, really. He tells you that the last place this man was seen was in an abandoned gaol. Of course, you are obliged to help him.
2. You find the gaol wherein the man was said to be held. You discover that you must become inmates to kill the murderer. So in a nearby village, you commit a crime to get into the prison.
3. After several weeks in gaol, you encounter the murderer. You befriend him, and learn much about his past. He claims that he was framed by an old man, and you begin to feel suspicious.
4. Approaching a prime opportunity to kill him, you realise that perhaps the man who put you on your quest framed him and asked you to finish the job for him. You have to choose whether to help or kill the man.
5. If you chose to help, you break out of the prison with him, confront and kill the old man who is surprisingly strong. The framed man's record is cleared and he rewards you. If you chose to kill him, you do so and your sentence at the prison is over. You then return to the old man to receive your reward.
Reward: If you helped the framed man, you receive 5 scrolls that can summon him to any battle. He warns you to use them sparingly, however.
If you killed him, then the old man gives you money, of course.
Credit AngryPacman.

Hope this is good!
« Last Edit: February 18, 2011, 05:34:38 AM by Welfare-Daddy Pacman »
it's like a metaphor or something i don't know

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One day I'll finish a game...
The Quest Name: Clear Out My Well!
What do you have to do:
Some old man has a well he gets water from... one day, he wakes up and finds it infested with sharks/octopi/living jellies/what have you. He needs someone to clean it out of beasts so he can get water, and you look pretty trustworthy..
What you get as a reward: 10 Clear Waters? An old tome? Money?
Description:
The Old Man needs you to clean out his well.. of monsters!
If you can fail it and how:
The old man berates you for your negligence.

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The king of X has tasked you with carrying a magical staff to a wizard on the frontlines. The staff cannot be teleported. All of the other soldiers are already fighting against the X. They need this healing staff to either win the fight or heal the men to win the battle! Only you can do it!

But it won't be easy. Underlord Y has wanted that staff, ever since the humans stole it from his father's dead hand in the battle of Drakewing. He will use his deadly, tunneling forces and their earth magic to get the staff back at the pass of narrow passage!

Travel to a village where you will meet an old man that can take you to the passage, but he can go no further... but why? Is it because he is frightend & feeble or because he works for the Underlord Y or because he is the Underlord Y in disguise? Dun dun dun!

Book it!

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ooo that was fun! Thinking of quests is so much easier than making them!!!

In a castle, you meet a servant with credible threats to the queen. The maid overheard the king's plot to kill her. The assassin will kill the queen as she sleeps and he is away at battle. The perfect plan. The king could just have the beloved queen beheaded, but his people would rebel and he'd be overthrown. Especially when the people see his young consort.

First you need the maid's help to distract the queen's guards as you slip into her room to find the assassin! After being victorious, the assassin escapes out the window. The queen wakes to find you sword in hand and screams. Guards break in, catch you and throw you in prison with the maid that distracted the guard. You're all obviously in it together to murder the queen.

Your party and the maid need to escape to save the queen before the assassin returns the next night to kill her again! Will you bribe a guard? Find a secret passageway infested with bugs? You need to help the weak and frail maid make it out of there alive.

Solid?

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IT ALL ENDED.
Don't double post, shortstar. if you want to add anything, edit your first post.

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My bad. Someone should make a forum to disable double posts.

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Quest Name: Lover's Lane Exposed

Somewhat of a basic quest.
The character or whatever randomly stumbles upon a beautiful place, and getting dazed by the light and sparklies (I had nothing else to add to something beautiful) the entrance behind them get closed. Magic, Swords, Axes, Guns, etc. Can't penetrate it, having no choice the character has to explore deeper into the place and eventually find two people pinned to trees by the same thing blocking the entrance, with their last breathe they tell you if you can pass the trees test (which could be fighting, puzzles, treasure hunting, a murder scene) or something random you see the two bodies disappear and as you're leaving you find the two lovers were Adam and Eve or something who had become pinned to the trees of sin for tainting the world or something. Then as the memory ends, you escape back to the world and the blocked entrance is gone, nothing is left but trees leading to the ocean or something. The only thing left is the scent the world has left upon you, and the memories given to you, and you can get some random items, spells, or something.

Just something made up on the spot, so sorry if its not as detailed as you might want its just something basic that you could probably (and should) change up to make it better.
*drool* That's like 90% awesome, it's just missing the part that's actually a quest.  Otherwise, I must use something similar to this, no choice.

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Here is a basic quest not to detailed but it works

The Quest name: Horned necklace
What do you have to do: Collect 10 horns from monsters, return them to the woman
Description: A woman is making a necklace for her husband who is in the army for good luck but she is not
strong enough to defeat the monsters to get their horns to make the necklace.


Spoiler for:



Spoiler for:
John 3:16: For God loved the world so much that he gave his one and only Son, so that everyone who believes in him will not perish but have eternal life

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Praise the Sun (Arcana)
GIAW 14: 1st Place (Hard Mode)
I don't know if you're still looking at this topic, but here's something generic:

Quest Name: Innocent Supplies ( i guess )
A merchant says, 'hey bro, (not an exact quote) my storage cart got robbed, get it.' Go to the forest, and you're like 'woah! that's totally his cart... and woah those are totally bandits!' Turns out, the merchant is one of the bandits and he lured you into the forest and wants to rob you. Kill them and take their loot as your quest reward

Oh, and that quest by Honenya sounds like the "Unfriendly Competition" quest in Oblivion (elder scrolls 4)... so now im going to play that.

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In my humble opinion, quests should have an emotional payoff. Cliched quests don't necessarily have to suck, if you can write them in a way that draws in the audience.

The reason I hate 'mmorpg-style' quests is how boring and grindy and non-creative they are. Kill wolves in the forest for wolf meat for some stranger you don't care about. zzzzz. But what if those wolves were attacking a character that the game some time building up some emotional rapport with- and better yet, you have a quest for the hero to save two people in your party you really care about, but you can only save one of them? Now you're adding some interesting layers.

Make things feel at stake. What important is being lost? How are these things fragile-y existing on the vortex of non-existence? Think how your favorite tv shows do it, like Buffy or Xena-type shows, or anything that's based on fantasy magic crap. 'The world' is too general. People don't care about the world, they care about specific things. Their homelands, their own kids, their jobs, the skills they are good at. What is important to people? Relationships, love, meaning, fighting- how are all those things being challenged? Roleplaying adventure games are all about emotions and romance and what makes your heart soar! (But the Western mentality makes them based too much on capitalism or boring math or grinding chores. How utterly BORING.)

'Quest' is a big word. Back in the day, a 'quest' really meant something. I think quests should feel like a quest. So quality is better than quantity. Make maybe 10 really interesting quests with a lot of layers and have them travel to multiple areas to accomplish the quest. And when the quest is over you should feel all epic and mighty and heroic ....like you actually went on a quest. And don't make the outcome too obvious, but if you can execute it properly it won't matter if it's sorta cliche-ish. A good example is to watch the Xena episodes 'Destiny' and 'The Quest': that story to me feels more like an 'rpg quest' done right. (Okay I'm biased but I love Xena lol. I might even make a Xena rpg sometime in the future....)

I respect any writer who can get under my skin and pierce my heart. It's incredible to me. It's something that is beyond the veil of all money.

« Last Edit: March 24, 2011, 01:33:13 AM by Adorkable »

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well i still gone use them but for the moment my game is on pause, end of the school year soon.

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@adorkable... That used to be my name.  As for an emitonal payoff, any game maker can still make an emotional payoff at the end of a generic quest... like slaying a dragon really kills the party's love interest.  Now they need to find out who awoke the dragon that killed their party member.

Quest back in the day meant less actually... slay the dragon.  Now you need to know WHY? Who wants you to slay the dragon? How will you slay the dragon? It used to just be fight the dragon, now everything has a twist.

If you like writers that can get under your skin and pierce your heart, maybe a generalized quest post isn't the place to start....  Maybe a story pitch is the place.  Perhaps your rant should be a topic of its own.

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Bump
anyone could use some ideas ^^
share your ideas :D

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Entity Humanoid Interface
Mmm... you know what ? I always like the ideas of showing some of the game's world's culture aspect. It's pretty fun to explore a solid world that feels like someone is actually living in there instead of a drop flat world where it's just a few random dudes killing a few random monsters. Might be not all of them but you can use some quests to show players how the NPCs are living: the religions, the food, the mainstream interests, etc. Depends on how you handle these they would become very interesting quests to do, but they differs from games from games so you would have to make them up your own lol (since it largely based on the world you created) But if you know the general aim making up relevant quests is pretty easy :3
I support \\(>O<)b




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Infinite imagination
I like what Aurelia posted, it's the key ingredient in interesting quests that it's integrated to the lore of the world. So that way the quest is part of the world, the kingdom or just the little town characters are in. There was also posts 'bout not to make general or unimportant quests. There I have to disagree. I think especially those unimportant quests are an excellent place to sneak some lore to players minds. Make them more aware of the world around them.

But then to this subject itself. Original mitten was quite a storymonger, as he has lead numerous of pen 'n' paper - roleplays, so I'm going to ideas from those experiences. :)

Small and isolated town is in trouble with the wolves coming from nearby forrest. Wolves attack during nights and kills unprotected cattle. City also has another major problem: children have started gone missing. Maybe the wolves are responsible? When player starts to look in to the mystery he'll probably have to face the wolves. Depending how dark the game is, the player finds out before or after he has killed the wolves that those animals were the missing kids who had gone through a transformation. Someone is behind this vile act.. but who?

Other one would be maybe a multiple outcome type. City guard or someone like that asks player to prevent some famous thief's attempt to steal something valuable. Problem is that nobody knows this thief's true identity. Only help quest giver can provide is some cryptic clue, like a blue pawn (chess). When this item in inventory npcs around the city would have different line of text prepared, answering to the guestions relating to this item. There could be two or more possible suspects that would have something relative to this given item. For example same kind of blue clothing, jewelry, hair etc. When certain, player could go to inform the guard who is the thief. If he is correct, the thief is caught and day saved. If he's wrong, wrong people gets accused while the thief makes escape with the valuables.

I might share more if these are not totally off from what you were looking for ^^

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Level 70
RMRK Junior
I think anything the character (player) has to do needs to be Compelling more than any other reason.  Take the potion to so and so, delivery quest.  So and so is sick, and we need them to get better so they can open their Weapons Store, semi compelling.  So and so is your Father and he will die without it.  Much more compelling.

I dont think it matters quite as much what the quest is as WHY the player needs to complete the quest.
Heretic's Vehicles XP (Boat and Magic Carpet)

Heretic's Collection XP Ver 2.3 - Updated to include Dynamic Lighting, Moving Platforms, Vehicles, and much much more!

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Infinite imagination
I somewhat agree with Heretic. Sure compelling quests are important, especially when it's part of main plot. But then surely with only compelling quests game don't have enough resources to introduce the world and it's lore to the player. My personal opinion is that side quests, made properly and interesting, are so fun. Then again, especially if they make me understand the world and it's people and life more :)

I think good rpg needs both compelling and very personal quests and not so important or serious quests that introduce the world around the main plot. ^^

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Fight Tha Powah!
Post from 2nd page...

I fully agree with this.

It doesn't matter how cliche or basic the quest idea is, it can still be good if it's designed and written well. Give your characters some personality that shows in the dialogue. Not like what you see in some games that go: "NPC: Hi. I lost my sword at the house next door. Can you get it for me kthxbai."
Try to create a story around the characters that are involved in the quest, give them an interesting reason to send you on a quest to do something. But dialogue is not all that matters.
If for example you are making a quest that involves killing 10 wolves for a farmer, then have your character go up to the wolves in the area and show an event of wolves actually attacking or chasing the farmer's animals and then charge towards you to start the attack. This way a quest can feel more "alive" than your basic "go kill 10 of these monsters that are just standing there picking the flowers until you actually engage them."

Summary:
-Let there be a decent reason for your character to actually do the quest.
-Having even just half decent dialogue can make a huge difference in how fun a quest can be. Make the dialogue matter.
-Include meaningful choices during a questline, that impact the course of the quest for adding replayability and the feeling of your character being important in making important decisions.
-Use events to show the story. Make NPC's move during dialogue scenes whenever it's needed (like excited NPC's could jump, sad NPC could face away). Let stuff happen instead of just blocks of dialogue.
-Make use of face sets. Including multiple facesets for characters to show different kind of emotions can also help a lot in making a dialogue feel more "alive".
-Create mini-games. These can help spice up the gameplay a bit, although don't make them tedious or too long/hard.
-Let the player explore. It's exciting to explore places that actually include secrets for the player to find. Find a good balance between stuff being too easy-too hard to find.
« Last Edit: July 06, 2011, 04:58:18 PM by Milennin »
Go beyond the impossible, and kick reason to the curb!!

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this is a good quest that im using in my game, its more challanging than it looks!
Final Statement: I chowder5lock am a dipshit and MA is a pretty cool dude.

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That is actually a great idea it could be used for something like a thief in somebody's home and then when you catch them they attack.

Spoiler for:



Spoiler for:
John 3:16: For God loved the world so much that he gave his one and only Son, so that everyone who believes in him will not perish but have eternal life

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I got bored and ended up making a simple random quest generator. It also generates random kingdoms too.

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How dose it work?  ???

Spoiler for:



Spoiler for:
John 3:16: For God loved the world so much that he gave his one and only Son, so that everyone who believes in him will not perish but have eternal life

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Just push a button literally. Can I post Flash files? I made it in Flash. Its not the best, but I did put 2 hours into making it. It gets results like this >>

You are to escort a powerful demon to a old marsh south of the strange marsh.  Along the way you will need to forge an intelligent broadsword to get the power you will need to complete the mission.

You are to defeat a charming demon in a icy desert west of the dangerous mountain.  Along the way you will need to forge a magical suit of armor to get the strength you will need to complete the mission.

You are to visit an elderly woman in a empty mine south-west of the strange house.  Along the way you will need to sleep in a little inn to get the influence you will need to complete the mission.

This region is an enormous part of the west of a continent settled by humans over 200 ago.  There are three kingdoms here and war is constantly looming.  The first of these kingdoms can be described as icy and is ruled by a charming warlord.  The next is usually called cheerful, lead by a creepy king.  While the third is noted as being fiery, under the control of a seductive mage. 

This region is an enormous part of the west of a continent settled by humans over 2,000 ago.  There are three kingdoms here and there has been at war for generations.  The first of these kingdoms can be described as icy and is ruled by a posessed tyrant.  The next is usually called fiery, lead by an isolated tyrant.  While the third is noted as being pessimistic, under the control of a peaceful king. 

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ok I uploaded it >> http://rpgmaker.net/users/ShortStar/locker/generator3.swf

I'm also making a party generator.

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Monster Hunter
I like what Aurelia posted, it's the key ingredient in interesting quests that it's integrated to the lore of the world. So that way the quest is part of the world, the kingdom or just the little town characters are in. There was also posts 'bout not to make general or unimportant quests. There I have to disagree. I think especially those unimportant quests are an excellent place to sneak some lore to players minds. Make them more aware of the world around them.

But then to this subject itself. Original mitten was quite a storymonger, as he has lead numerous of pen 'n' paper - roleplays, so I'm going to ideas from those experiences. :)

Small and isolated town is in trouble with the wolves coming from nearby forrest. Wolves attack during nights and kills unprotected cattle. City also has another major problem: children have started gone missing. Maybe the wolves are responsible? When player starts to look in to the mystery he'll probably have to face the wolves. Depending how dark the game is, the player finds out before or after he has killed the wolves that those animals were the missing kids who had gone through a transformation. Someone is behind this vile act.. but who?

Other one would be maybe a multiple outcome type. City guard or someone like that asks player to prevent some famous thief's attempt to steal something valuable. Problem is that nobody knows this thief's true identity. Only help quest giver can provide is some cryptic clue, like a blue pawn (chess). When this item in inventory npcs around the city would have different line of text prepared, answering to the guestions relating to this item. There could be two or more possible suspects that would have something relative to this given item. For example same kind of blue clothing, jewelry, hair etc. When certain, player could go to inform the guard who is the thief. If he is correct, the thief is caught and day saved. If he's wrong, wrong people gets accused while the thief makes escape with the valuables.

I might share more if these are not totally off from what you were looking for ^^

i like those ideas ^^
hope to see more