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Showing results for tags 'consequence'.
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TLDR: Scroll to bottom for main points. I've been playing through Fallout NV recently. It's excellent quest design has brought to my mind a few points I'd like to share about NPC agency. Let's talk about the oldest trope in fantasy RPGs - that of the "quest". Usually a PC is given quests that entails "solving" problems for NPCs. If the player accepts a quest, then directions to complete said quest and possible rewards for doing so are made clear. If the player chooses to ignore the quest, then not much of anything happens (more on this point later). This plays into the power-fantasy that t
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Something that started here: Thats an ingenious idea, there could be some synergy. Not too much but some links. A good example could be a some kind of Demon cult in PE but the actual Demon lives in Numenera Adding another idea for dimensional stuff: - You find a sword without a blade in Eternity, it is a key for some door. Nothing really special about it, it's a key. - In Numenera a Blade appears from nowhere during some side-mission sequence and stabs some guy/thing in the back. Direct reference. What do you think? What I mean with "The Fade" is this: More ideas are t
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The questions of this poll were already disscused a bit elsewhere on the forum, but I'd like to raise them more specifically. So, what do you prefer: more choices and consequences that visibly affect things, or just more quests and bigger world, with maybe not so many real choices and visible consequences? And what is your opinion on adding stretch goals specifically dedicated to improving these aspects?
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