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Illyria NPC


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#21 aernor

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Posted 28 June 2005 - 05:09 PM

Thats okay, I see your point. Don't worry, she's not going to go crazy at the PC for just not helping her. I'll make a few seperate paths, then.. one, you help her out of the forest and go your own ways, 2, you heal her and leave (on semi-good terms), 3, you just ignore her, and 4, you take her with you. :)

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#22 aernor

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Posted 28 June 2005 - 05:34 PM

Oops my posting seems to have got lost.

What I wanted to say was this. An obvious solution might be that she needs something special to heal her. The "cure" will be guarded of course so CHARNAME will have a choice to make.... and with a time limit, she's dying.... he can't wait until he's 20th lvl.

And does obtaining the cure need to involve a fight? At any rate finding the cure will lead to to a chain of consequences, and a quest is born.

#23 Kaeloree

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Posted 28 June 2005 - 06:25 PM

Wonderful idea, aernor - I'm not sure about it being guarded, but perhaps he/she will have to search the woods for specific items/herbs/whatever to make the cure.

The only problem with the time limit is that she would die, which is not exactly what we want - although, perhaps, raise dead spells aren't all *that* uncommon in Amn.. :P

Thanks :)

#24 aernor

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Posted 28 June 2005 - 06:58 PM

By "guarded" I wasn't necessarily thinking of a monster. Think "obstacle" and you're closer. Writing a MOD isn't so very different from writing a story, and stories are about confict --- doesn't have to be fighting.
For instance let's suppose that you find the dying elf outside Firekraag's cave, after you've killed him. The only thing that will cure her is some red dragon scales. (don't ask me why!) ... but those scales are very valuable. You've got a confict of interest there, but it wont lead anywhere, unless you've promised to give the scales to a wizard perhaps.
Try creating a chain of encounters, one thing leading to another, and with dialogue that really matters. e.g. in your finale the "evil one" can only be killed in a certain way, which someone mentioned earlier in the game.
Now once you got your "chain" have a think where the story really starts. The dying elf is a consequence of something happening, something which you saw maybe... get the "reader" hooked.