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Posted

Little do we know the minifigure foreshadows Endgame's next story arch. The main villain: The Red One, Olegain Oppressor of Time and Space and Other Things.

:laugh:

That's one of my one main issues with Endgame quests. Nothing you do is going to matter because even after killing your enormously hyped-up boss the next is just going to come along and say "what, oh that guy? He had no relevance whatsoever. I'm the REAL big bad, and this is MY scheme..." How much farther could you possibly go than what Immortalis claims to be?

Posted

:laugh:

That's one of my one main issues with Endgame quests. Nothing you do is going to matter because even after killing your enormously hyped-up boss the next is just going to come along and say "what, oh that guy? He had no relevance whatsoever. I'm the REAL big bad, and this is MY scheme..." How much farther could you possibly go than what Immortalis claims to be?

Other Heroes? :poke:

Posted (edited)

:laugh:

That's one of my one main issues with Endgame quests. Nothing you do is going to matter because even after killing your enormously hyped-up boss the next is just going to come along and say "what, oh that guy? He had no relevance whatsoever. I'm the REAL big bad, and this is MY scheme..." How much farther could you possibly go than what Immortalis claims to be?

None, because that's the last quest I'm hosting.

I disagree - not fully in regards to the Progg arc, that was definitely a thing until Regret fully established his return (about from the end of 48 to 81, which sounds like a lot but was really 2 quests out of 13 I've hosted :tongue:) - but there's not gonna stop being more villains after you defeat one, and the endboss of every quest has always been the source of the issue at that point in time. Zepher kept introducing villains long after Wren got killed, you're going to introduce more villains, I have the sinking feeling that we're severely overestimating Baba/Ulric's position as big bad, etc.

Also, if that's in regards to 138, I fully disagree there. Vorpalis was 100% the main threat there. Immortalis appeared to take his body away, and warn the heroes that he'll come to Eubric if they don't fix things fast. If everyone had that "silently watch in awe as Immortalis appeared", he would've just nodded, picked up the body, and flew away. :tongue: Same goes for 134. Lethauros' death triggered 138, sure, but it's not like there was a man behind the man.

Edited by Endgame
Posted

Dammit, Endgame, now I'm retroactively upset that you didn't PM those of us who played Nephilim to show up in Jinnipher's vision to torment her as our old CAT characters. :cry_sad:

Posted (edited)

Dammit, Endgame, now I'm retroactively upset that you didn't PM those of us who played Nephilim to show up in Jinnipher's vision to torment her as our old CAT characters. :cry_sad:

I can' think of everything while I'm improving, dammit. :tongue:

Edited by Endgame
Posted

Dammit, Endgame, now I'm retroactively upset that you didn't PM those of us who played Nephilim to show up in Jinnipher's vision to torment her as our old CAT characters. :cry_sad:

That would've been pretty cool, but the vision that Endgame did was more important for the quest at hand, I thought, and gave way more meaning to Jinnipher's parents (at least from her standpoint) than if it was skipped.

Posted

If I want to be a QM, should I get the parts to all active players' characters for when I'm hosting a quest? I'm making a list and I don't want to be on a spending spree of too much, at least in the minifgure category. The only thing that'll most likely get me on this is when people change their attire though.

Posted (edited)

If I want to be a QM, should I get the parts to all active players' characters for when I'm hosting a quest? I'm making a list and I don't want to be on a spending spree of too much, at least in the minifgure category. The only thing that'll most likely get me on this is when people change their attire though.

You don't need to do that at all. Sandy is the only person here who has anything like that set up, and even he doesn't have everybody.

Most quests lately have trended towards not even showing the questees at all, only showing pictures of the sets and NPCs the characters interact with. You're free to construct the heroes on your quest if you have the parts, but it's by no means a requirement. Also, most people don't change their photos terribly often - only when they feel it's time for an update. Between updates, if you do use their character, typically you base it on whatever is shown in their current picture, not on what their gear looks like.

Edited by Lind Whisperer
Posted

If I want to be a QM, should I get the parts to all active players' characters for when I'm hosting a quest? I'm making a list and I don't want to be on a spending spree of too much, at least in the minifgure category. The only thing that'll most likely get me on this is when people change their attire though.

It's definitely not a requirement and inclusion of the PC's in the photos for a quest is actually a rather new trend.

Posted

Okay, I was under the impression that it was a requirement. :wacko:

If it's in the QM Guide, it's a requirement*, if it's not, it's a bonus feature.

QUEST MASTERS' GUIDE

This is a guide to those who want to host their own quest for Heroica RPG. You should have a firm grasp at the rules of the game and preferably at least one completed quest as a player under your belt before applying to host your own quest.

PLANNING THE QUEST

The first thing you need is an idea for a quest. There are no restrictions to what type of a quest you can create. Most importantly there should be one main goal that the players must achieve in order to complete the quest. There can be several side missions included as well. The quest can have nothing but battles or no battles at all. It can include fetching, finding or gathering items. You can add puzzles and riddles for the players to solve. The quest can last a week or span several months. It can take place anywhere in the fantasy world of Olegaia – feel free to create your own countries and nations, just as long as they fit the setting. You can draw inspiration on the setting from the past quests or the Library-topic. And remember that a well-crafted plotline will help to keep the players motivated to complete the quest.

You should plan your quest as far as possible. Make yourself a list of all the main events and side paths, all the battles the players can get into and all the items they can find, and all the non-player characters (NPCs) they can meet and interact with. There can be shops or merchants to be found during the quest as well, in which case you should figure out all the wares they sell.

Take special care when creating battles. The battles should be adjusted to provide challenge to the party of characters that the players form, but not be impossible to win. You can create your own monsters and other enemies, but please use the following form:

Name
: This should be descriptive of the enemy. If a battle includes multiples of the same enemy, they should have something after their name to distinct them from each other, like a letter or a further description (numbers should be avoided since they can easily be mixed up with the enemy’s level).

Type
: This indicates the elemental strengths and weaknesses of the enemy. One enemy can be of several types. See the
official rules
for all enemy types.

Level
: This indicates the attack power of the enemy. Take the maximum health of the party members into consideration here.

Health
: Put the current and maximum value of the enemy’s health here. Consider how many hits the player needs in order to defeat the enemy to decide the value.

Special
: The special skill of the enemy. This can be anything from causing elemental damage to healing other enemies to stealing gold from the players to inflicting them with special effects like poison. Hard enemies can have several special skills that alternate per battle round.

Drops
: This indicates the amount of gold and items that the enemy drops after the battle. Consider if the enemy could realistically carry said items, for example most beasts wouldn’t carry gold.

Enemies can also have
ether
or
defense
(equal to SP), or have immunity against certain effects or some other passive effect on the battle, in which case there should be a
note
about it.

You should also build MOCs for your quest and take pictures of the events, the environments and the monsters to illustrate the quest and make it that much interesting. Please avoid using blurry photos. LDD-pictures are allowed with the reservation that they are of good quality.

Once you have the quest planned, write a pitch for it and send it to me (Sandy) via PM. The pitch must include the following things:

Quest Title
: Name the quest something interesting, but don’t reveal everything in the title.

Assignment
: Write the main goal that the players should achieve during the quest. Preferably write it in the perspective of the employing character (which must be different from your player character) or organization.

Party Requirements
: Write the requirements that you wish the players fulfil in order to participate in your quest. These can include specific levels or job classes, even specific gender or race. but most importantly the size of the party that can participate in the quest. The party size should not exceed six players at least on your first few quests.

Reward
: Define what rewards the players get from completing the quest. This can include gold, special items, extra levels or reputation among an organization.

You may have to provide some enemy statistics and pictures you've prepared as well as answer some questions before your quest is accepted into the game.

STARTING THE QUEST

If your quest is accepted, the pitch will be posted in the Quest Board in the Heroica Hall -topic. There will be a deadline assigned for sign-ups, and after that you choose the participants out of those who signed up, and create a Quest-topic that is only open for you and the chosen players.

In the Quest-topic you should give further information about the quest as the employing character, and choose a Party Leader among the players. The leader should be someone you know has experience of the game and shows promise of being motivated to play, as he or she will make the most crucial decisions for the party in and out of battles.

During the quest, you should give as much freedom to the players as is possible within the frames of the plotline you created. Don’t just point them to the right direction or hand everything to them, but make them think and test out different possibilities on how to progress.

Note that if you are planning to include unique items that have complex effects into your quest, please consult me about them beforehand so I can determine how well they fit the core mechanics of the game.

BATTLES

Battles can only be initiated by you. Players cannot make up monsters to fight on their own. When you start a battle, list all the encountered enemies with all the information related to them as well as the statistics of the party members for the players to see. Then ask the Party Leader to choose the order of action, and prompt all the players to choose their targets and whether they want to attack, heal, cast a spell, flee, use an item, etc.

Once all players have posted the required information, roll a six-sided die for all their actions (except if they used an item). If a player does not post their target within 24 hours, you are free to choose it for them as the rules dictate. Remember that any enemy that isn’t targeted by the players will get a Free Hit on the party at the end of the round (see the rules for further information).

It is your job to calculate the damage inflicted and taken for all the players and enemies, so pay close attention to it. It helps to write your calculations in the results, so that the players can double-check them as well. As a hint, keep the job class descriptions close at hand to see the effects of the die rolls for each of the players, since the effects vary between the classes.

Once you’ve calculated the battle results, post a description of them into the Quest topic. If there are any enemies still standing, initiate a second round with all the steps described above. If the party defeated all the enemies, claim them victorious, give all standing players the experience they earned from the battle (one level up increases power, health and ether by one) and ask the Party Leader to divide the gold and items that the enemies dropped.

If the entire party flees the battle, you can choose whether to give them a chance to try it again or not. Note that the knocked out characters will be carried away by their companions if everyone flees, and be revived with 1 health.

ENDING THE QUEST

If the enemies managed to defeat the entire party, they will fail the whole quest. In that case they will not get any rewards from either the battle or the quest. You as a Quest Master can apply to host the failed quest again, although you should probably adjust it to make it more passable.

Once the players achieve the main goal of the quest, you should post an ending to the quest where you also give them the aforementioned reward for completing the quest.

*Unless it's an option/optional feature.

On a different note, if anyone is planning a quest set in or featuring/referencing the Njago Empire, I would appreciate being in that loop, as my next potential quest is set there.

Posted

On a different note, if anyone is planning a quest set in or featuring/referencing the Njago Empire, I would appreciate being in that loop, as my next potential quest is set there.

Contact Zakura. Their character is from Njago, and I think they've mentioned having plans regarding that.

Posted (edited)

Contact Zakura. Their character is from Njago, and I think they've mentioned having plans regarding that.

Zakura hasn't been online for 3 months, unfortunately.

Edited by Endgame
Posted

Quick question - How long can quests go for? For example, could people be on a quest that lasts a few weeks to a month, depending on how fast the updates are, whereas some quests can last several months.

Posted

Quick question - How long can quests go for? For example, could people be on a quest that lasts a few weeks to a month, depending on how fast the updates are, whereas some quests can last several months.

School's Out lasted for six months, but that was one of the longest.
Posted

Okay, so what was the shortest quest and how long was it?

Probably the very first quest - I don't know for certain. The average short quest lasts about 2-3 months, depending on player participation.
Posted

Taking Endgame quests for example (he's the reference for all things :grin: )

Quest 48 took 6 1/2 months and filled 128 pages.

The Voracious Vault took 1 1/2 months and filled 43 pages. :look:

Posted

Actually, I think the shortest quest for length of days is Quest 6.

Just 9 days. Wow!

It's interesting to see how short Sandy's initial quests were.

Quest 1: 20 days

Quest 2: 21 days

Quest 3: 20 days

Quest 6: 9 days.

Of course, Brickdoctor had to come in the middle with Quest 4, but even that was ridiculously short compared to today's standards. :laugh:

Posted

Of course, Brickdoctor had to come in the middle with Quest 4, but even that was ridiculously short compared to today's standards. :laugh:

I remember Quest 4 was being considered incredibly long then. :tongue:

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