Feedback:User/Tennessee Ernie Ford/Competitive questing

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Competitive questing[edit]

In designing various dynamic events, create some in which 'only one team will succeed. For example:

Fed Ex quests

Normal delivery-style quests as you to retrieve package X from NPC A, to deliver to NPC B in exchange for item Y, which must be delivered to a final NPC (among many variations). Instead, allow multiple methods for finding the final item and differentiate the rewards depending on who delivers first.

For example, one team might craft a poison antidote with the proper ingredients, another group might trade with a local healer, and a third group might steal it from a local merchant. The first group might get offered a rare weapon, while other groups might only receive an uncommon item.

Treasure hunt

Setup a limited number of map pieces pointing to hidden treasure. Perhaps allow dozens of copies of corner pieces, but few center pieces.

  • The first group to figure out the location of the treasure gets a significant reward.
  • Slower groups report the emptied cache to the reward NPC for a consolation prize.
  • Groups can choose to cooperate by sharing maps or information...or by misleading others.
Rescue mission

Offer greater benefits to a quick rescue, but increase the risk. Those who fail might be limited to how long before they can try something like this again (and any attempt at continuing the current rescue might be met with scorn by the client). (Choosing to cooperate instead might end up producing more valuable rewards.)

Defending the encampment

Example: The town elders call for exterminating the native species, who have been raiding stores of food, and are thought to be responsible for the deaths of livestock and children.

  • One team might attempt ethnic cleansing.
  • Another team might attempt to negotiate (assuming the locals are sentient).

The rewards offered might depend on the speed, permanence, and costs of the solution: negotiation is slower, but often requires fewer resources than ethnic cleansing. Building a wall might keep out the raiders for a time, but not as long as other solutions. Only one solution could be tried at a time; the player characters involved in a successful effort are well rewarded. Those involved in a failed (or all-too-temporary solution) are shunned if they try to help again too soon.

Background[edit]

We're familiar with cooperative questing since Dungeons and Dragons and the first multi-toon parties and NPC-allies. We're familiar with antagonistic NPCs, who seek to take over the world or thwart our current efforts. Few games, however, have hinted at competition to reach the same goals. The only mainstream cRPG of which I'm aware that took this route was the original Wizardry series. In Wizardry VII, there are several other groups seeking out the same maps as your team. The game plays out differently depending on who discovers which maps and when.