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Up Quests.htm Quests.xls Main Quest - Storyline General Dialog
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This section will hold all the details on non-faction questing
and the storyline. Faction questing should be found in the Faction
section. Non-faction questing is all the little town quests of getting rid
of rats or weevils or wolves, fighting dragon sworn, bandits, bands of trollics.
Table
of contents
Main
quest
Beginning play
Summary
of main quest
Evil
players
Non-faction
quests
Storyline is the main quest of the mod. This has not been written yet
and the team will brainstorm to complete it. There are a number of ways we
can go for this.
- Have a contest and have people submit story ideas.
- Start with just a skeleton and have the team slowly build the story.
- Something else.
Kiriel's note: I would like to see the main quest given to the player
at some point by the faction head. Or revealed by a particular NCP (Rand?)
that the player runs into by doing the initial quests given by the first faction
the player joins. So, this is my idea so far:
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Player picks
race and ends up at a starting location. Either a different starting
location for each race or a singular or few depending on region of the
race. If we use just a few starting locations it will be explained by
a back-story that says how the player got there.
Only hitch with having the few starting locations is it won't allow the
player to join the faction that is most closely associated with race.
That is one reason I opt for one starting location per race even though it
may seem to be more work initially.
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The player
learns his/her way around their town and encampment. The player is
told it is time they formally chose what they want to do and must see an
elder to discuss their future.
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The elder will
direct the player depending on sex, race, and abilities the player chose in
step 1. If Aiel and a woman and magic related, there is really only
one faction they can join. If Aiel and a woman and fight related,
there is another. Similar with all the races, skills, and
factions. The player is told this in the initial startup. That
their initial choices will create a character that will limit this initial
joining.
There are a number of factions that are available only half-way through
the books. These can be secondary factions that the player can
join. Or we can start our story half-way through the books. This
will bring Rand to Caemlyn or Cairhien and available to reveal the main
quest.
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The player
joins their initial faction. This faction begins training.
Training will involve some exploration around the area. If the player
goes too far, they will be listed as a runaway or deserter and be
punished. Training will include training in primary skills of faction
and ability to earn some money or equipment, whichever seems most logical
for the faction.
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After the
player reaches a rather low level (4?) and low rank (2?) they are brought
aside by the faction leader and told of a mission they are to go on.
This mission may involve going with a group to deliver an important object
or message to an Ogier steading. Unless the player is Ogier; then they
will deliver the message to Caemlyn or someplace.
The player will not be able to leave until they finish up their open
quests. They will be told by the group leader that they need to finish
their quests to go and to hurry up or they will leave without. If the
player does not finish up in the set time, the group leaves without.
The player may or may not have time to catch up. They will have
strikes against them if they catch up and have not completed their
quests....or maybe you never get the message that they have left already
unless you do finish the quests. But, that doesn't make total sense.
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The group gets
attacked and the player is the only one to survive. The group hides
the player while the fight is begun. There is no way the player can
survive the fight if not hidden. The player will be told that but may
have to save and reload a number of times to believe it. Very strong
enemy. Maybe they are given a camouflage item to hide them.
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The player now
has to continue on the mission alone. They have the message, or
fragment of it maybe. They go to see Rand.
Not sure for Aes Sedai if you should be a sister before you leave the tower
or not. (depending on where you are in the timeline.) This will
have to be ironed out. Most other factions you don't have to reach
what is thought of as a lofty level before you are allowed to go around and
do for yourself. But, you are taken in the group though and the tower
might fall while you are gone so you are an accepted all by yourself and
don't know whether to go to the tower or rebels. There could be a
branch here. Maybe you can also get the/a main quest from Elaida or
Egwene as well. Something that all three have heard about. So if
after the group is killed you go back or go to the rebels instead, you get
your missions from there. Would be nice to have the multiple
branches. Anyplace else we can do that?
From here down, you can substitute Rand for Elaida or Egwene if it makes
sense.
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The player can
take their time and do tasks along the way to buff up some or go straight to
Rand. There may be a ban on joining a new faction until they see Rand.
There will be some skills they cannot learn unless from Rand or Egwene or a
forsaken (traveling).
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Once the
player gets to Cairhien/Caemlyn they wait to see Rand if not a certain level
(5). They can tool around the city, do practices, hang with some of
the Aiel or Aes Sedai and learn more magic. Once that level, the
player is told to come to the palace to meet Rand.
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Once they meet
Rand, they give him the note or object. (not a seal but could be
something else important like a map of the bore or something.) This
next part is less sure. Rand needs to think on some things and has
some small tasks for you. You do them and come back. They are
all within the land. There is nothing to keep you in the land except
you won't get Rand's trust if you don't do the tasks. You will be
warned by some of the main NCP's you encounter if you have gone beyond a
certain time limit. If you go back and finish and take more tasks your
reputation with Rand will build. Have to figure out some way to store
this. Maybe it is just reputation. He never sees you with others
present. You are kind of like his secret weapon.
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Since others
of your faction will be in town, you can move up in your faction, if it
makes sense.
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After you have
Rand's trust he sends you on the large mission. He knows you should
get back to your home to continue your training but you have become valuable
and he can trust you.
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During the
main mission you have choices on how you will do things. If you are a thief
catcher or thief you can sneak in and get stuff. If you are a fighter
you can take the more direct approach. If you use magic, you can use
that approach. Since Morrowind is very open you can switch your skills
and build up others if you want. Not sure how that will affect your
faction. Especially if you are a wise woman but always fight with the
spear. The books really frown on this.
The main quest
storyline will be the player getting an item of power or stopping some kind of
event or something that will affect the balance of power. It will not
affect the main book story and determine who will win or lose. It will
only affect the lives of people that are not in main book. Whether it is
to help a land hold back the blight or bring health to a sickened land which
will allow there to be more food or something.
The main quest
will not interfere or contradict the book story at any time. The player
cannot become the Dragon Reborn or one of the Forsaken. They cannot become
Amyrlin Seat or King or Queen of a country or the right-hand man of one of the
main characters. They cannot become head of their faction. All of
those positions are kept in tight control by Robert Jordan.
Something epic yet
not god-like. Something that will make the player feel like they have
taken part in the book story and helped or hindered the overall battle.
But be their small piece in a world where there are many heroic and horrific
acts and many places where a person with courage can have an effect.
Becoming evil
At some point in
the questing the player will be visited by dark friends or the forsaken.
If their reputation is very good, maybe it is to be attacked. If their
reputation is negative, it is to join. There must be some way of tracking
reputation even if the player isn't caught. If the player steals but is
not caught they should be brought closer to the dark friend meeting.
Unless the stealing is the necessary parts of the main quest. If it is
stealing of farmhouses or estates and such to get money. Let's make it
that a person needs to be good to not be constantly bothered by the dark
friends. If the player continues behavior on power leveling and to just
gain items, they are constantly bothered and sometimes attacked by dark friends
who pressure them to join. Lets think of ways to pressure them to
join. Punish the player's family? Remove powers and skills?
What will make a lazy player finally give in to the dark friends?
Evil player and the quest
If the player
joins the dark friends then they are now working to upset the main quest.
They are working in secret. This part of the plot will be more difficult
to write and implement than the good guys side. The player can continue to
act like they are working for the light since they need to move forward on the
quest but they will be visited by the Forsaken and dark friends and need to
reveal information and such.
Maybe we will also
allow a player to just go totally towards the dark. They can pillage and
do mayhem whenever they like. They will have to solve the main quest a
different way though, guided by the dark friends. If they fail any task,
punishment.
Players will be
given special powers if they are part of the dark. Unknown at this
time. At highest ranks, maybe take to Shayol Ghul. Player will not
become one of the Forsaken though, just high under ranks. Becoming one of
the Forsaken will interfere with the book story.
Return to the light
There should also be a way to repent and return to the light.
Confess to Rand? You will never be trusted and may be hanged for your work
according to the law. We know Rand will hang you if you murdered. We
will have to think how a player can change their mind, if even possible.
The forsaken or dark friends will try to kill you all the time if you betray the
Dark Lord.
Magic
Non-faction quests will be all the small one-off quests that the player will
find in towns and cities and maybe just on the road. They are helping a
farmer defend against Trollics, clearing rats out of a barn, delivering a
message, escorting someone to the next town, helping on the farm, whatever we
can think of that will be simple yet not too boringly rote.
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