RPG - Quests that Affect the Game Path

Gamespot has an article about how Guild Wars 2 will utilize quests that have a real effect on the game;

"GW2 will be populated by numerous dynamic quests--quests that are ongoing for the player to discover. The example given was of a pack of savage centaurs terrorizing the countryside. Players will battle these beasts for control of a settlement. Anyone can jump in once the fighting starts, and the event will scale according to how many "active players" are present.

If the players lose the battle with the centaurs, then they lose the use of that settlement. This marks the beginning of a quest chain and advances the scenario to the next level. Now, the centaurs have a foothold and will attempt to reinforce it by collecting wood from the forest. The players can engage them again in the woods, and whether they win or lose the chain will advance in another direction. This constant splitting of the chain means that once the chain resets, the content that can be experienced could be completely different."

I really like this path, as here quests can change the adventure path for the player and make for a much more engaging experience where your actions have a real affect on the world around you.

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Reply #1 Top

yes,  FfH2 started used this idea, especially in the scenario chain.   is a great idea...

Reply #2 Top

A long time back I wrote two quest based paths to TOEE.

1. The first was: Once the players became aware of the spiders infesting the Delko woods the clock started ticking. Until the quest was completed the spiders in the woods continually increased in number. Once a set number was reached the spiders attacked the village of Hamlet - imagine a horde of giant spiders attacking a village. If the players completed the quest before a set date the village would not be attacked, if the players failed to complete the quest the village was attacked the players could aid in its defense, if the players decided not to defend the village the next time the players visited the village they would find most of its NPC characters slain and the village overun by a horde of spiders commanded by a Drow Priestess and her driders opertating from a base in the former temple of St. Cuthbert with the HP imprisoned in the dungeon below.

The structure of the quest meant that the game could change each time it was played based on the player's actions.

2. The second one was a bit more complex. Basically, the players had 3 choices 1) do nothing, 2) sabatoge the castle construction or 3) stop the sabatoge of the castle. Each choice lead to a vastly different game experience.

Choice 1) Do Nothing. If the PC declined to affect either quest, the outcome was selected randomly. If Outcome 2 was selected (Sabotage Castle Construction) the PCs did not receive the reward, and if Outcome 3) was randomly selected the PCs would encounter a fully constructed castle but would not be granted admission as heros.

Choice 2) Sabotage the castle construction - if completed the castle and its NPCs would not appear on the map of homlett, the PCs would be rewarded, and the village would later be attacked by an army of hobgoblins. There were three ways to complete this quest - each of which had different consequences on the PCs reputation.

Choice 3) Stop of the sabotage - if completed when the PCs returned to the map of hommlet they encountered a fully constructed castle on the map (in place of the construction site) and new NPCs. The Burne and Rufus would treat the PCs was welcome hero's and they would have free admission to the Castle.

In each case the PCs actions had a dramatic effect on the game experience for the players.