Stendhal Quest Ideas/Game - Jail Break: Difference between revisions

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Created page with "{{Stendhal Quest Idea Header}}__NOTOC__ == Summary == (Thinking out loud right now. not organized) This is more of a game/player event than a quest. Some (small?) number o..."
 
imported>Sjtsp
Created page with "{{Stendhal Quest Idea Header}}__NOTOC__ == Summary == (Thinking out loud right now. not organized) This is more of a game/player event than a quest. Some (small?) number o..."
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Revision as of 21:00, 14 August 2011


Stendhal Quests

Summary

(Thinking out loud right now. not organized)

This is more of a game/player event than a quest.

Some (small?) number of players start out in jail, break out, and have to get to some goal destination (mountains, port, athor, ...). Everyone else has to find and catch them. Or maybe escapees just have to stay free for some amount of time.

Escapees get a head start before announcement of escape.

Once caught, what? Walk them back (with chance for prisoners to ambush and re-free)? Wait for a wagon and guards to arrive?

Hunters get rope or something to bind captured prisoners.

Initially, prisoners have special shirt or badge. Maybe can steal stuff (food, equipment), to hide better.

Could be very hard to balance well. Will probably take several tries.

NPCs

The following existing or new NPCs participate in the quest

Probably none, initially

Suggested reward

On successful completion the player shall get...

Fun.

Steps

  1. first the players does this
  2. second the player is asked to do that

...

Dialogues

What are the NPCs going to say?

Discussion and Comments

I think a basic jailbreak game could sort of be done now, with real players on both sides - either use your own char, or establish some prisoner chars and distribute passwords.

Would be better with modified "combat rules" - knock people out instead of kill them (when hp go below 100), or stun projectciles, ... hunters have limited ability to chat, ...

Would have to be scheduled, organized.

With much smarter NPCs, could scale the difficulty to level of players - if just a couple of new players, maybe just one weak fugitive, easy to find, little resistance, ... (players could accept promises/bribes, too, and let prisoner go). Maybe an NPC fugitive escaped a long time ago, and this is more of a bounty hunter quest - rumor that the fugitive knows someone in ados, ... NPCs would be placed in world when quest starts, removed from world when quest complete?


Maybe achievements for staying free, or capturing fugitives.