Start Your Quest
- To start a quest, go to the Quests page and look at what quests are available. Read through the information given, look at some of the requirements (if there are any) and then look at how to start the quest. It will say in bold letters Start the Quest and right next to it, it will say where to begin.
- Remember though, this is a roleplay. Anything can happen, but that doesn't mean your character in one country can suddenly be in another country. Wrap up your current rp and have your character leave the scene they are currently at.
- If you don't have a team in place, you can make one. Or just go at it yourself if the quest description doesn't recommend extra help. Some quests will have NPCs along the way that can join or make up your team.
- Every quest has a Quest Master in charge of it. The quest won't work if the Quest Master isn't involved. Be sure to notify the proper people before jumping into the quest.
- The quest requires that you engage. You can go about the quest any way you choose: sneak around and slip truth potions in drinks to get your answers, or maybe intimidate, or sit down and debate about it. But no matter what, you have to engage with the environment or the quest will not go anywhere.
- Each NPC has their own personality, history, opinions, likes and dislikes, etc. NPCs also function like real people. They may not tell you all the information they know. They might need to trust you first. Maybe you shouldn't trust them. Ask questions. Talk to them. See how they react and what they do. How do they come across? How do they respond? What do they say?
- Do not try and rush a quest. If it's a super mini quest with only three steps, then yes, rushing is inevitable. But don't think that just because you got some information that you're still on the right track. Take a few moments to interact with the scene.
- Unlike video games where there is a set amount of time given and a big list of rules and some guidelines that point you in the correct direction, the roleplay environment is very dynamic. We will get more into that on the topic Change Your Course.
Choose Your Path
- Every quest is going to have multiple directions that it can go based on what you choose to do or not do and how you go about doing it. These directions are all pre-planned.
- For example:
- Say one of you are supposed to retrieve a golden statue. You can give it to two people: Bob, who wants to sell it, or George who wants to study it. If you give it to Bob, he will sell it, and maybe this gets you in good with the Thieves Guild. If you give it to George, maybe he finds out its secrets and sends you off to a mysterious ruin where you find treasure and fight a bunch of trolls.
- For those of you who may have read or played them, this is along the lines of "Choose Your Own Adventure"s.
- Unlike those books/games though, the endings to the quest will all be different based on each and every choice.
- Also note that a lot of quests will wrap up with open endings to be resolved in future quests, mini quests, or maybe even site wide changes. You can choose to continue on with the new quests or deviate into something else.
- You can also choose how each decision and path you go down will affect your character. Remember, this is a dynamic character developing roleplay. Your characters will always be growing and learning and changing.
- And yes, you will be able to choose wether your character goes down the path of good or evil in their quests.
Change the Course
- As said in the Start Your Quest topic, the roleplay environment is very dynamic. As Quest Masters, we have liberties and ultimate control over what transpires in your quest.
- What you do can change the way the quest goes. This will only happen in certain quests, but it can happen nonetheless. And it is all based upon your choices.
- For example:
- On this particular quest, you are researching the strange disappearance of a museum artifact: the Holy Grail in fact. You are supposed to get information from the local innkeeper at the Pub. He doesn't seem very happy that he is being bothered and reluctantly tells you that his girlfriend, who had been at the museum, also disappeared around the same time the artifact went missing.
- So you have the options of going to the museum to talk to some guards or maybe you think about searching the girlfriend's house.
- But instead of doing any of these pre-planned options, you have your character pretend to leave, then hang back in the pub.
- What now?
- Well, now the Quest Master has all the liberty they desire to affect how the scenario plays out.
- Perhaps now that you have stayed behind, you overhear the innkeeper telling his coworker that they should have never stolen the Holy Grail for someone named Harold.
- Aha! Now something new is happening. Your character goes off and tracks down this Harold fellow, or maybe your character is a little paranoid and makes a noise, which draws the innkeeper's attention and he gets his security guards to nab you.
- Of course, this does put pressure on the Quest Master and the Plot Committee, but that is what they are for: to make an interesting and adventure filled quest for you.
Finish Strong
- Finishing strong is easy: see your quest through to the end. There will be big battles, scary close encounters, maybe some drama, love, death, unicorns! You never know what the big finale will be, so try and get there the best way you can.
- Make sure you wrap up any loose ends. Don't try to finish the quest too early. Maybe there was something you missed. Maybe you really should have given that neko fifty bucks: he could have been a valuable ally. Perhaps you find your character has fallen in love with the damsel in distress, so go kiss her for good luck.
- Sometimes the endings won't be as fantastic as you expected. Don't let that discourage you. There are plenty more quests lined up for you to check out, each one unique in its own way and with plenty more adventures in store.