Gorbadoc
12-31-2010, 03:58 PM
I love the way game play has been tied to flavor in recent quests. I want the devs to be aware of this and to keep up the good work.
In the quest Blockade Buster, players are asked to infiltrate and destroy Droaam mine layer ships. The quest rewards stealth and cunning with its alarm bell system. The quest is legitimately easier when the monsters are not alerted, yet a completely unsubtle party of barbarians and clerics can still succeed with enough brute force.
In the same adventure pack, the quest Undermine features explosives. While players HAVE to use the explosives only a couple times, I managed to find a use for the explosives every fifty feet. By treating the explosives as both a weapon and a trigger for a variety of events, the quest was flavorful and encouraged outside-the-box thinking.
These flavor elements were not limited to any single class. Some builds are better able to take advantage of the explosives or alarm systems than others (a sneaky wizard with Web and Finger of Death will have a better time keeping alarms from going off than a barbarian, for example), but anyone could try to be clever.
There were class-specific items, though. Rogue mechanics got an explicit game play advantage in both quests. The advantages were small, but they tied a game play element to a character element, reinforcing the idea that the differences between characters goes beyond the numbers on their character sheets. I like this idea. Maybe in the future we'll see a quest where an elderly church lady is more trusting if you have a paladin in the party, or where a bard's knowledge of lore saves the party from having to check some archives in a quest.
And this isn't even mentioning the end fight in Eyes of Stone. There, the "clever way" is a bit cliché, but it's fun, and I frankly would have been disappointed if you hadn't included it. After all, sometimes a thing is cliché because it's a good idea.
I do have a caveat. Consider the Stormreaver Fresco from The Sharn Syndicate adventure pack. This quest has some clever flavor items, including the option to sneak past some guards to deactivate some alarms. Unfortunately, it also presents a situation where, in terms of storyline, common sense dictates that Dimension Door is an ideal alternate solution to a puzzle. In practice, using Dimension Door bugs the quest; an objective cannot be completed, so the quest must be restarted. Outside-the-box thinking is penalized. Please, pay attention to detail, and if you refuse to permit outside-the-box thinking, AT LEAST tweak the storytelling so it makes sense. The Stormreaver Fresco bug completely obliterates any sense of immersion the player might have had in the story.
Anyway, I love the quests we've been seeing these last several months. I wanted to start this thread to say thanks for the good work. I hope we'll see more of it.
In the quest Blockade Buster, players are asked to infiltrate and destroy Droaam mine layer ships. The quest rewards stealth and cunning with its alarm bell system. The quest is legitimately easier when the monsters are not alerted, yet a completely unsubtle party of barbarians and clerics can still succeed with enough brute force.
In the same adventure pack, the quest Undermine features explosives. While players HAVE to use the explosives only a couple times, I managed to find a use for the explosives every fifty feet. By treating the explosives as both a weapon and a trigger for a variety of events, the quest was flavorful and encouraged outside-the-box thinking.
These flavor elements were not limited to any single class. Some builds are better able to take advantage of the explosives or alarm systems than others (a sneaky wizard with Web and Finger of Death will have a better time keeping alarms from going off than a barbarian, for example), but anyone could try to be clever.
There were class-specific items, though. Rogue mechanics got an explicit game play advantage in both quests. The advantages were small, but they tied a game play element to a character element, reinforcing the idea that the differences between characters goes beyond the numbers on their character sheets. I like this idea. Maybe in the future we'll see a quest where an elderly church lady is more trusting if you have a paladin in the party, or where a bard's knowledge of lore saves the party from having to check some archives in a quest.
And this isn't even mentioning the end fight in Eyes of Stone. There, the "clever way" is a bit cliché, but it's fun, and I frankly would have been disappointed if you hadn't included it. After all, sometimes a thing is cliché because it's a good idea.
I do have a caveat. Consider the Stormreaver Fresco from The Sharn Syndicate adventure pack. This quest has some clever flavor items, including the option to sneak past some guards to deactivate some alarms. Unfortunately, it also presents a situation where, in terms of storyline, common sense dictates that Dimension Door is an ideal alternate solution to a puzzle. In practice, using Dimension Door bugs the quest; an objective cannot be completed, so the quest must be restarted. Outside-the-box thinking is penalized. Please, pay attention to detail, and if you refuse to permit outside-the-box thinking, AT LEAST tweak the storytelling so it makes sense. The Stormreaver Fresco bug completely obliterates any sense of immersion the player might have had in the story.
Anyway, I love the quests we've been seeing these last several months. I wanted to start this thread to say thanks for the good work. I hope we'll see more of it.