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Post by shaungamer on Jun 5, 2012 22:06:57 GMT -5
I thought I might talk a bit about the DYOQ Manual for version 4.0 "Design Your Own Quest " ManualAlthough we have a DYOQ Manual, it was created when the rules were different and things were a bit less variable. What brought this topic to the front of my mind was the creation of a "Treasure Book" that listed all the Magic items that we can choose, rather than putting it in the "Spell book". (It would probably include recipes for creating the items as well!) Some research showed that originally treasures were in the DYOQ manual. So I guess the first Question is, should Treasure get its own book? This raises a whole heap of other questions . . . Should Boss Treasures (items received for defeating a Boss) be included in the Treasure book or DYOQ Book? Should Boss Treasures be renamed Treasures from the Treasure book? (e.g. "Nagroth's Ring" is a "Ring of Strength") Should Quest treasures roll on a table or roll on a Treasure Book Chart? (Divide the Treasure book into levels?) As well as the normal DYOQ descriptions, like rooms, monsters and the "How" of various charts . . . should we have lists like the current Manual? - Door Traps
- Chest Traps
- Random Events
I am interested in your thoughts . . . ~ Shaun
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erf_beto
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Post by erf_beto on Jun 6, 2012 7:45:46 GMT -5
What if a "Quest Builder Book" includes lists osf *everything* that makes up a quest? Traps, Events, Monsters, Treasures, etc? Also, sample tables for Encounters and Treasures across levels.
That would be ideal, IMO. How much trouble it will be to compile/playtest all this data, well, that's a different beast (probably one worth a LOT of XP!!!).
This makes the book a lot like the Dungeon Master Guide, from D&D. Maybe that's where I'm coming from...
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shadowolf
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Post by shadowolf on Jun 6, 2012 7:58:58 GMT -5
I thought it would be easier to have a generic list of treasures/ magic items etc as part of the design your own quest book and then have specific items in quests etc that get published.
This way if players want to design a scenario, there is a generic list of items to choose from/ roll up for those times when they don't want to design something unique.
I do like the idea of crafted items..but then you might need to be able to find some special items in dungeons....your cool trinket of uber demon slaying needs ogre mage toe nail clippings or pristine owlkin gibblets ;D
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Post by kalajel on Jun 6, 2012 8:41:53 GMT -5
I agree with erf_beto; if we're doing a DYOQ manual, why not put the "treasure book" in there also and kill two birds with one stone (although I feel that the rules and recipes for crafting magic items should remain in the "spell book")?
I do think boss treasures should be included as this will allow GMs to have a selection of boss treasures to give their players as the ultimate reward for completing their quests. As for the naming conventions of boss treasures, perhaps going with more generic name, with perhaps the original names in parenthesis or a small blurb of background text so that GMs can recognize the item and say "oh yeah, that's the ring you got on X quest...".
I also thing that a mix of tables and charts, not unlike what WotC did for the Magic Item Compendium is a good idea. Need a treasure for a party of level 5 adventurers? Roll or choose on the level 5 treasures table! Neat and balanced IMHO.
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erf_beto
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Post by erf_beto on Jun 6, 2012 10:00:38 GMT -5
Yes, start generic in the Treasure Book (or DYOQ book) and add complexity with each Quest. Boss treasures don't *need* to be in the manual, only in the Quest they are found. Unless, of course, the designer of the quest says "roll on the Level2 Treasur table in the Manual", kinda like that Magic Item Generator we have in the forum.
But I wonder how will crafting work if the designer of a quest doesn't like crafting and don't include ingredients in the treasure tables...
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Post by dan on Jun 6, 2012 17:22:20 GMT -5
I like the idea of including the treasures with the quests and making the names generic, someone building a quest can always make up their own quest specific names. I've always like big lists of random elements, I would think the more the better; you could always choose your own if you want to, but it would be cool to be able to just roll up virtually every aspect.
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Post by shaungamer on Jun 6, 2012 20:58:39 GMT -5
Wow! So much feedback and discussion!!! I don't think every item needs a recipe, but I was definitely thinking that some items require components that are only available in certain level Quests.
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kiladecus
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"Julius, Seize her!"
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Post by kiladecus on Jul 6, 2012 13:37:41 GMT -5
I would LOVE to see a master list of EVERYTHING DP! ;D I also have a question... would it be possible to have the QUEST itself be random? I have play-tested this with some games I have worked on in the past, and if you had a random quest, it could be VERY fun. "Never the same game twice," kind of thing. Here is what I am thinking... You will have ONE major Boss. ALL of the information for him can be on a card. You can generate a few different Bosses, and you won't know which one you encounter until you draw the card! Another point of interest might be to assign each each Monster Law a "point cost." These "points" can be used to determine the XP of the Monsters. Let's face it, if something is going to track you down, it should be worth more than something that cowers in the corner and shoots at you. I don't know... this may already be written somewhere, but I think if you say to have "X" abilities, and "X" Laws, then you need to have this... Basically creating Monsters would be the same as creating Heroes, only they would have Laws, and depending on their treasure and XP, then they could "buy" these skills, too. Likewise, this would give people a LOT of freedom to create "new" monsters, and take a little of the burden off of YOUR shoulders. Of course, you could have a place where people could post their monsters, and you could check them for "legality" sake, to make sure they follow the rules. Once a Monster was "approved," then people can use it in their dungeons, as well. Just a thought... I hope this makes sense....
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Post by uptrainfan89 on Jul 6, 2012 13:49:54 GMT -5
I'm really liking the idea of recipes for creating the items! Also I think having a Treasure Book would be neat but I also like the idea of pairing it with the Spell Book or DYOQ Book.
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Post by kalajel on Jul 7, 2012 8:09:38 GMT -5
I also have a question... would it be possible to have the QUEST itself be random? Aren't quests in DP already random?
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Post by lordzeke on Jul 7, 2012 8:27:04 GMT -5
Most of it is, however, the end boss isn't.
The ability to have a random boss or maybe random sub bosses could add more randomness.
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kiladecus
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"Julius, Seize her!"
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Post by kiladecus on Jul 7, 2012 20:17:41 GMT -5
I was thinking of a "BIG BOSS" chart or deck of "BIG BOSS" cards. You draw (or roll) and that is the big baddy at the end.
If you knew you were going to fight the Lich King, then you would be ready with your Anti-Undead aresenal in tow.
What if there would be a card/Slot on the chart that would read "BETRAYAL! Roll a D4. The Hero with the LOWEST DEX is one, and the next highest is two, and so on. This Hero turns and attacks the other remaining Heroes."
He could have been a mastermind, doppleganger/shapeshifter, or possessed by some other means.
When he/she is defeated, they aren't dead (just unconsious). This will end the Quest. They keep all equipment, gold and XP, they just end up being the Villain for a moment. A neat little twist.
Just a thought...
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Post by shaungamer on Jul 10, 2012 17:41:34 GMT -5
Most of DP could be made into charts or cards to give you more variety. And when You know who you are up against, it does make it easier to prepare. I like the idea of the traitor, so I might pinch it . . . .
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kiladecus
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Post by kiladecus on Jul 10, 2012 21:12:15 GMT -5
Feel free! I am FULL of good ideas (or something...) and I would be honored to think ANYTHING I suggest can/will be used by someone.
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erf_beto
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Post by erf_beto on Jul 11, 2012 7:09:17 GMT -5
the traitor is an excellent suggestion for a Random Event entry! If I'm not mistaken, there's a similar effect on a card in Castle Ravenloft boardgame: one of the heroes turns into a monsters, while the player appears in a distant tile, like he finally escaped captivity and revealed the doppleganger. Me likes it
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