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8. Missions or quests for player characters

 
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PostPosted: Fri Oct 31, 2008 3:52 am    Post subject: 8. Missions or quests for player characters Reply with quote

Reply to this post with your ideas.
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chelseasprauer



Joined: 17 Oct 2008
Posts: 3

PostPosted: Fri Nov 14, 2008 1:13 am    Post subject: Basic Quest Concepts Reply with quote

Here's just a quick run over of some quest ideas. I'll flesh them out a little more later.

Basic quests result in gaining currency, useful items, experience for leveling/jobs, or a better standing with certain factions.

Quests:
A colony official such a sheriff or mayor asks for help decreasing the amount of hostile animals near the settlement such as wolves, bears, or cougars.

A doctor asks you to travel to a neighboring outpost for medicine.

Braving a storm while crossing a particularly barren stretch of terrain.

Collecting items left behind by other settlers for a less fortunate emigrant.

Smuggling a slave across a stretch of land for a wealthy family.

Reasoning with hostile settlers for a group of peaceful Native Americans.

Bringing Native Americans ammunition and guns dropped by settlers for food or horses or clothing.

Collecting buffalo chips for a random settler's fire.

Tracking down an outlaw or gang for a sheriff or other official:
Most historically notable bad guys didn't start their crimes until the 1860s, most being around the age of 10 when the game is set in motion. If we want to use historical bad guys, we would have to skew the facts about their age. One of the main problems in doing so would be the difference in technology used for the crimes committed.

Jaun Cortina: Although his his misdeeds were done primarily in Texas, perhaps he could stay in a California settlement for a night or two in disguise while meeting with a few Mexican rebels. Your mission is to find and capture/kill him before he leaves.

Jules Beni: Track and capture/kill this outlaw and his gang for robberies in the Colorado Territory.


Negotiating with a local tribe's shaman for medical advice.

Rounding up stray cattle.

Helping heal members of local tribe after an attack by townspeople or the military.

Donating supplies to a poor family/local tribe/fort officials for a better standing with a particular faction.

Hunting game for a fort.
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wendypeyton



Joined: 10 Oct 2008
Posts: 5

PostPosted: Sat Nov 22, 2008 5:58 am    Post subject: Player quest Reply with quote

Quest: FAULT LINE CROSSING
Crossing a mostly barren high dusty plain in Nebraska or even Nevada, a group of wagon trains encounters a large fault line with a nearly vertical drop of about 300'. At the bottom is a lush valley with a river running through it. Scouts are sent off in either direction and return days later reporting that it would take weeks to go around. Resources are scarce and winter is coming soon, so the only choice is to go over the cliff. They must construct a pulley system with a boom arm to lower wagons and animals down the cliffside with ropes. The people will hold onto a rope and help each other to scoot carefully down. Days are spent beforehand in camp preparing and building. Timbers must be cut for the boom arm, wagons unpacked/repacked, etc. It will also take a couple of days at the end of the quest to make repairs, heal or stabilize the sick, and to rest and replenish supplies.

Obstacles / Accidents :
- There is little to no cover at this high elevation, there are high winds, no water.
- The travelers must part with some of their supplies in order to minimize the load.
- Starvation. There is nothing for the livestock to graze on at this high elevation.
- The boom could break and an entire wagon and it's contents go crashing down the mountainside.
- Wagon overturns while being lowered, contents are lost or damaged.
- People and animals lose footing and tumble down the mountainside to their death.
- Wild animals (wolves, cougar, bear) prey on people and on the weakened livestock.
- Nightfall or sudden weather creates additional hardships.
- Hunting buffalo in the valley, they are successful at hunting and bring home meat or maybe they get trampled in a stampede and sustain injuries and lose horses and return empty-handed.
- Livestock, horses, and people might step in prairie dog holes and break a leg. This of course is a death sentence for the animals and a huge inconvenience for the travelers.
- The wagon train is surrounded by and outnumbered by natives on horses with bows and arrows. Someone from the group is called to meet with the chief. If the encounter is friendly, trades are exchanged benefitting all parties. If it is not friendly, the natives attack and try to drive the group over the cliff. Bow and arrow being no match for guns, many natives and a few travelers' lives are lost in the battle and some of the travelers' things are looted but the natives eventually retreat. Damages to supplies is minimal, but there are quite a few injuries to the men and animals.

Quest: RIVER CROSSING
coming soon...
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~Wendy
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wendypeyton



Joined: 10 Oct 2008
Posts: 5

PostPosted: Sat Nov 22, 2008 5:58 am    Post subject: Player quest Reply with quote

Quest: FAULT LINE CROSSING
Crossing a mostly barren high dusty plain in Nebraska or even Nevada, a group of wagon trains encounters a large fault line with a nearly vertical drop of about 300'. At the bottom is a lush valley with a river running through it. Scouts are sent off in either direction and return days later reporting that it would take weeks to go around. Resources are scarce and winter is coming soon, so the only choice is to go over the cliff. They must construct a pulley system with a boom arm to lower wagons and animals down the cliffside with ropes. The people will hold onto a rope and help each other to scoot carefully down. Days are spent beforehand in camp preparing and building. Timbers must be cut for the boom arm, wagons unpacked/repacked, etc. It will also take a couple of days at the end of the quest to make repairs, heal or stabilize the sick, and to rest and replenish supplies.

Obstacles / Accidents :
- There is little to no cover at this high elevation, there are high winds, no water.
- The travelers must part with some of their supplies in order to minimize the load.
- Starvation. There is nothing for the livestock to graze on at this high elevation.
- The boom could break and an entire wagon and it's contents go crashing down the mountainside.
- Wagon overturns while being lowered, contents are lost or damaged.
- People and animals lose footing and tumble down the mountainside to their death.
- Wild animals (wolves, cougar, bear) prey on people and on the weakened livestock.
- Nightfall or sudden weather creates additional hardships.
- Hunting buffalo in the valley, they are successful at hunting and bring home meat or maybe they get trampled in a stampede and sustain injuries and lose horses and return empty-handed.
- Livestock, horses, and people might step in prairie dog holes and break a leg. This of course is a death sentence for the animals and a huge inconvenience for the travelers.
- The wagon train is surrounded by and outnumbered by natives on horses with bows and arrows. Someone from the group is called to meet with the chief. If the encounter is friendly, trades are exchanged benefitting all parties. If it is not friendly, the natives attack and try to drive the group over the cliff. Bow and arrow being no match for guns, many natives and a few travelers' lives are lost in the battle and some of the travelers' things are looted but the natives eventually retreat. Damages to supplies is minimal, but there are quite a few injuries to the men and animals.

Quest: RIVER CROSSING
coming soon...
_________________
~Wendy
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rosemaryvolage



Joined: 16 Oct 2008
Posts: 5
Location: USA

PostPosted: Tue Dec 02, 2008 7:43 pm    Post subject: Reply with quote

BIRTH - Mid-wife has two babies to deliver at the same time.

FIRE - There is a fire in a settlement that destroys the chapel and the stable. The wagon train members help to rebuild. Gain miles for volunteering.

SHOOT-OUT - The sheriff has to run a gun slinger out of town. Volunteer Deputies earn respect that gets them free haircut and shave, drinks at saloon, etc.

VISION QUEST – This is usually the quest of a scout or mountain man or trapper type character but anyone can go to the VISION QUEST GUIDE and request services. If your quest is successful you gain the ability to speak to animals – bears, wolves, squirrels, hawks. You also gain knowledge of plants and healing. You gain foresight about weather and natural disasters.

SAN FRANSISCO OR BUST - The Wealthy Widow is traveling to San Francisco to join her only living relative. a younger brother. She must get her money, the majority of which is in hidden gem stones sewn into her clothing, to SF to start a new business and buy a home. Various characters on the trail can try to rob her, swindle her, seduce her, or any other number of attempts to get her money. But she always prevails.

Wink
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Alex.Buirch



Joined: 17 Oct 2008
Posts: 7

PostPosted: Wed Dec 10, 2008 12:01 am    Post subject: Reply with quote

Here's my quest. I've had some of my previous short-stories put into existing MMORPGs as quests, so I've had some experience with this before already. My most was a story for Pirate and British player characters in the MMORPG "Pirates of the Burning Sea"...

I wrote this as more of a story, though the main character is simply called "the player".

Quote:
Quest: Dangerous Medicine
Starting NPC: Sheriff White Johnson
Location: Any
Class: Any combat class
Enemy NPC: Doctor James McHorton, level 35 combat difficulty
Reward: Experience points, Doctor’s Smock clothing item, Doctor’s Hat clothing item, Doctor’s Suit clothing item, weapon or general item of the player’s choice
Note: I did not include where this quest is located for it could be easily put into any city. It is open to all combat classes.

The player walks into the sheriff office of the settlement. Sitting at the desk, his legs propped up onto the desk, is a man looking to be in about his late forties. His brown hat is tilted down to cover his face, and his boots are noticeably dirty. A golden badge on his chest shimmers brilliantly in the light, clearly showing that he is the town’s sheriff.
“Mm… Yeah, whaddaya want?” The sheriff, White Johnson, asks in a southern accent. He seems to be half asleep.
The player is given multiple options for responses. In this instance the player selects the reply, “Do you need anything done?”
“Yeah, I ‘spose I do… That is, assumin’ you can use a weapon any good,” White responds. Some of his words are slurred, other words are misused.
The player nods, “You bet I can.”
“Good. Welp… Seein’ as y’be wantin’ some work, I ‘spose I got somethin’ for ya, if’n ya can handle it, that is…” White continues, shifting his legs around on the desk. “Y’see, there’s this here doctor out a little ways from town… Ya prob’ly passed by his homestead on the way into town and didn’t even realize it. Anyway… This doctor, name’s James McHorton… he’s real screwy. If there’s one evil person in this world, it’s him. He’ll go and kidnap people that are just a’wanderin’ by his place, take ‘em in, and do some down-right horrible things to ‘em. No one ever survives, either. He likes to toy with ‘em, and than kill ‘em. Like I said, he’s a sick sort ‘o fella.”
“Why haven’t you done anything about this?” The player asks, seeming rather shocked at the news.
“I have, I have! I’ve sent bounty hunters, soldiers, and anyone I could find after him, but he’s a gunslinger too, doncha know… I’ve lost more deputies to that old kook than I care to remember,” White replies.
“So what do you want me to do about it?” The player asks, next.
White Johnson, the sheriff, shrugs. “Just givin’ ya the information ‘tis all; what ya do with it be yer own business. But, if that rotten egg just happened to get bumped off, and you just happened to have been doin’ the bumpin’… well, I ‘spose I could get a nice reward put together for ya. No one would miss that quack if he was six feet under, if'n ya know what I mean.”
“Yeah, I get it,” the player responds. “I’ll see what I can do.”
“A’ight… But he’s a tough one. Dun’ say I didn’t warn ya. If’n ye bite it, it ain’t my fault,” the sheriff says tiredly as the player leaves the office.

After getting his/her supplies together (and forming a group with other players if needed), the player heads off towards the direction of their quest. They soon arrive at the old, run-down shack belonging to the doctor. The air smells of blood, there are no plants growing anywhere nearby, and the entire area just feels like death.
The player steps up towards the house and pushes open the door. The doctor, standing at a table nearby, turns quickly around to face the player. The remains of the doctor’s latest victim lay atop the blood-soaked wooden table.
The doctor is wearing a white smock, stained with dirt and blood. He’s also wearing a pair grey pants, a stained white shirt, and a white blood-stained band around his forehead.
“Ah, excellent, another experiment—I mean patient!” The doctor laughs. “Come in, come in… How can I help you? Feeling ill? I’ve got something for that! Got a pain? I’ve got something for that too! Perhaps you’ve been hurt? I’ve got something for that too, oh yes, yes… I do indeed.”
“I was sent by the sheriff, McHorton. There’s a bounty on your head and I’m here to collect it,” the player declares, getting straight to the point.
The doctor cackles, “So, you’re just another one of those gun-swinging morons are you? Disappointing… But that’s just fine with me. Once I kill you I’ll have another specimen to work on. Yes, yes, another specimen indeed.”
“You’ve done some horrible things, you monster! You’re going to pay for your crimes,” the player shouts.
“Monster? Crimes? How dare you! I’m an artist! I’m doing this for the benefit of the entire human race! Yes, of course I am!” the doctor snaps, waving a bloodied knife around before him. “Don’t you see? The more I learn about the human body the more I can help people. I can rid them of diseases… yes. Cure them of pain… indeed. I can save lives—oh yes, yes!” He’s clearly lying, and clearly insane. “If a few sacrifices have to be made then so be it!”
“You have no interest in saving lives! You’re a madman!” The player shouts.
“You’ve come barging into my home, waving a gun around and spouting nonsense about killing me, and you call me the madman? You’re delusional! But fine, I’m tired of your near-sighted ramblings. Time to die. I’ll add you to my collection,” he doctor declares, laughing wildly.
The player whips out their weapon and the battle begins.

Assuming the player is victorious…
The doctor’s battered body lays lifeless on the ground. The player leaves the shack and returns to the sheriff, who’s all too happy to hear the news, and is quite surprised the player has survived. The player receives their reward, and is now able to take another quest from the sheriff…

If the player isn’t so fortunate as to survive, of course, they must restart the quest.


And because I couldn't resist doing it (and I enjoy voice acting), I've also recorded what I imagined the doctor to sound like...
http://www.zshare.net/audio/52506674cc96ed41/

I also did one of the sheriff...
http://www.zshare.net/audio/52506725be377f93/
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LindseyHansen



Joined: 24 Oct 2008
Posts: 2

PostPosted: Fri Dec 12, 2008 3:51 am    Post subject: Quest: Bounty Hunts Reply with quote

Quest: Bounty Hunts
Description:
In any town along the path the character can find a tavern. Located in these taverns will be a NPC Marshall who is responsible for both doling out the bounty hunts as well as the payout for them. Typically in any given town there are 3 Bounty Hunts to a Marshall available. They change out every month or so (in real time, not game time) so if the quest is not completed or the player has not collected their reward by that time they forfeit it. The Bounty Hunts range in difficulty of course and the payout is determined according to that difficulty. The Bounty Hunts will typically require characters with a job class that has high combat capability (i.e. soldiers, sheriffs, etc.) but support characters (doctors) will be useful as well. Small parties of 5 or less are allowed to participate and the bounty will be split equally among them. Single players can also participate without having the split the bounty among party members. Items and money garnered from both intervening enemies and the Bounty itself are kept by players even after the quest has been completed. Bounty Hunts range in complexity as well. Some may be as simple as trying to find a person in a bar or at their house within the town. Others will require extensive searches players sometimes having to go out into different towns and regions to track them down. Several Bounty Hunts can be taken on at once but all fall under the 1 month deadline, after the bounty expires the player can no longer collect.

Most Bounties are available as dead or alive. “Dead” bounties are ones that are defeated when the players fight them. This indicates that the HP (hit points) are completely depleted during combat. “Alive” bounties are ones that are ones that are captured. Capture is an option once the Bounties HP has been depleted to at least 5% of its total. However this is a hard option as the Bounties attacks are stronger the closer they are to being to defeated. But once a Bounty is captured it is then up to the player/party to escort the bounty back to the Marshal that issued it. The escort could prove difficult as there are typically enemies along the way and also the bounties will try to escape along the way. In this case the bounty must be recaptured and escorted. Of course this does increase the payout once the bounty is brought back to the Marshal.

Also many times a Bounty will possess items that will be useful to the player, often times a rare weapon, more money, or some kind of item that can be traded or sold or given to another NPC to fulfill another quest. A Bounty Hunt can be taken in conjunction with other quests as well. For example, the player is issued a quest to liberate a mine. This is a quest issued by a general NPC somewhere in town. It is also possible that the enemy that has taken over the mine has a bounty out on him. So once the enemy is defeated the bounty on them can be collected as well as any spoils from that quest as well. But the bounty must be issued by the Marshall before any bounty can be collected on it. A bounty can not be collected on an enemy that has already been defeated by the player. And while it may be possible for a player to take other quests multiple times it is not possible for the player to collect a bounty on a character that has already been defeated.

After 10 or more Bounty Hunts are successfully completed, the player (or party) is then granted access to the Elite Bounties. These garner much higher degrees of rewards including but limited to higher payouts and extremely rare items that can only be garnered through these hunts. But of course the difficulty is much higher than the standard Bounties issued. Also having access to the Elite Bounties also give player a status condition of Bounty Hunter. It is not a job class but it does give players access to elite areas. There is only one Elite Bounty issued a month and they have the same time limit issued.

On Bounty hunts there are many tools that players can use. Information can be gained from talking to other NPC’s, the Marshals themselves, and then clues that can be found around the world. There are no particular conditions that players need to meet to get bounties they merely need to be able to fight the enemies that the bounties are on. Naturally if a player is not able to defeat the enemy (or at least get it to 5% or lower) they will not be able to collect the bounty. There are also not any conditions upon job determination, anyone of any job is allowed to participate but because of the combat heavy nature of the Bounty Hunts combat inclined jobs would naturally have the advantage.
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kristivanblaricum



Joined: 24 Oct 2008
Posts: 2

PostPosted: Fri Dec 12, 2008 8:18 am    Post subject: Mission/Quest Reply with quote

Quest: Travel to California from Oregon for the Gold Rush

It's January 1848, Gold has been found in California and the settlers are packing up and traveling south. This quest can follow one of the families and show their struggle and fight to get to California before everyone else. The family had a cousin who told them about the gold rush and they want to get there before the rest of the settlers in their town.

Struggle/Obstacle: Packing and leaving town in secret. Not letting anyone else know what they are doing.

Struggle/Obstacle: Meeting other travelers on the way. They break the wheels on the other family wagons to slow them down. They steal food and cattle.

Struggle/Obstacle: Running out of water and food. Family gets sick but they have to keep traveling in pursuit of the "American Dream."

Struggle/Obstacle: Getting through bad weather over the mountains in Northern California.

Struggle/Obstacle: Daughter runs off with handsome man. Family is short-handed in their travels and needs help. They find local people to bring along.
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