Evil players need evil quests

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tooley1chris
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Evil players need evil quests

Unread post by tooley1chris »

I'm currently working on several areas that will cater to the more shady toons in The Sword Coast and am looking for inspiration for quests centered more around evil alignments. No fetching mushrooms or eggs for the chef. No helping poor poor nobles retrieve stolen property. EVIL. What would you miscreants and trouble makers like to see?
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Managarn
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Re: Evil players need evil quests

Unread post by Managarn »

tooley1chris wrote:I'm currently working on several areas that will cater to the more shady toons in The Sword Coast and am looking for inspiration for quests centered more around evil alignments. No fetching mushrooms or eggs for the chef. No helping poor poor nobles retrieve stolen property. EVIL. What would you miscreants and trouble makers like to see?
A quest that involve killing some elven NPC :twisted:
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Xanfyrst
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Re: Evil players need evil quests

Unread post by Xanfyrst »

Managarn wrote:
A quest that involve killing some elven NPC :twisted:
Got my support. :mrgreen:
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The Whistler
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Re: Evil players need evil quests

Unread post by The Whistler »

tooley1chris wrote:I'm currently working on several areas that will cater to the more shady toons in The Sword Coast and am looking for inspiration for quests centered more around evil alignments. No fetching mushrooms or eggs for the chef. No helping poor poor nobles retrieve stolen property. EVIL. What would you miscreants and trouble makers like to see?
Something that could possibly conflict with a do-gooder's quest and likely spark some PvP action?
Managarn wrote:A quest that involve killing some elven NPC :twisted:
Just thinking-out-loud here. . . What if that NPC was under fist witness protection and a paladin were to defend the poor chap ? Yeah, you get the rest :mrgreen:
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Hoihe
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Re: Evil players need evil quests

Unread post by Hoihe »

Steal from a noble? (It's more neutral though)
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decado
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Re: Evil players need evil quests

Unread post by decado »

Robbery - Enter a locked building in order to procure an artefact to your employer. Leave no witnesses

Murder - Someone is hampering a business opportunity by legitimately trading in an awkward place. Intimidate them into moving or kill them. Hard to trade when you are dead after all...

Prison Break - Spring a convicted murder from a Fist compound for a monetary reward.

Slaves R Us - Some servants have stolen some valuables (their chains) and vanished. Track them down and kill them as an example to other 'servants'. Bring back their heads as proof.

My Rite Hand - A necromancer needs some fresh (warm) new bodyparts for an unknown arcane ritual. Acquire these for him. He has chosen his candidates already.

Those are fairly basic simple ones. I'm sure you can come up with less obvious more evil ones.
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Hoihe
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Re: Evil players need evil quests

Unread post by Hoihe »

Bringing back trophies of the kill! Nelene will Love'em.
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tooley1chris
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Re: Evil players need evil quests

Unread post by tooley1chris »

These are great. Im trying to minimize fetch quests and some of these are giving me ideas. Ahh inspiration.
What else? Dont be shy. Even simple suggestions may become a wealth of ideas.
:)
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Valefort
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Re: Evil players need evil quests

Unread post by Valefort »

Assault a caravan that comes every X of the month, desacrate an autel, corrupt an official, kill local hermit, excite or scare an angry mob into making them attack something/kill someone.

I'd like some good quests too though if such things are done, right now all quests are quite neutral imo (you always get a reward), except the imp though which is plain evil.
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decado
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Re: Evil players need evil quests

Unread post by decado »

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Re: Evil players need evil quests

Unread post by Cristof »

Valefort wrote:desacrate an autel
Thats "altar" for those with the translator off.

Some other ideas:
Steal a holy item from an opposed faith (doesn't have to be a good faith), disrupt a religious/arcane/mundane ceremony, perform an offering for the church (varies by deity), find a body for a spirit to inhabit, collect 'food' for a vampire (using social skills to deceive or intimidate), plant 'evidence' of a crime (or other type of intrigue), give false testimony in a criminal trial in favor of the accused in exchange for a reward, act as a middleman in an obviously illegal transaction, locate and/or return a runaway bride (from an especially horrific marriage/husband).

Two things to note about these (and other) evil quests. One characteristically evil trait is forcing someone to to something against their will. I don't know if it can be scripted, but I think it would be interesting for a PC to obtain their 'victim' , by whatever means, then have the 'victim' become a follower. In order to complete the quest, they will have to deliver their captive, possibly through a patrolled area. I know that a dominated subject cannot follow off of the map, so I don't know what the best way to do this would be, but it would be fun.

Second, I would like to see an option for a character to double-cross or otherwise overcome the original quest giver. For (chaotic) evil characters, this would be a case of who offers the most reward. For others that don't like the limited choices, it would give them an option to fight and/or defeat the quest giver. Using the runaway bride example - the character gets the quest from a parent of the bride, who was looking to use the daughters marriage as a means to secure a benefit for themselves. They locate the bride and return her to her husband, who then offends them. The can then choose to kill or intimidate the husband to release her from the marriage. The problem with this approach, of course, is that killing a quest giver makes it hard for others to complete the quest. But I think we could adopt the approach of "The Captain's Request" (aka kill the orc chieftain). The quest NPC simply spawns when someone with the quest approaches. By making the PC meet the quest NPC "in the back room" or "the cave by the waterfall" or wherever, you can set a trigger to spawn them and not have to set them immortal.
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tooley1chris
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Re: Evil players need evil quests

Unread post by tooley1chris »

I keep coming up with kidnap scenarios and adding a weak NPC to roster or henchmen is easy in single player and even multi player mods but causes problems with persistent worlds with things like server resets or personal system crashes. Rasael would hunt me down if I hinted at wanting the script work required to make this possible... I think.
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Cristof
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Re: Evil players need evil quests

Unread post by Cristof »

I know it would limit some options, but what about making them a dominated creature. They would despawn at an area transition point. But, if the transition was to the location where the quest giver is (cave, tavern, house, etc.) couldn't they be triggered to respawn along with the quest giver? If the PC left the area and went anywhere else, the would not respawn...perhaps updating the quest log with a message that the NPC escaped?
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Molag__Bal
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Re: Evil players need evil quests

Unread post by Molag__Bal »

tooley1chris wrote:I'm currently working on several areas that will cater to the more shady toons in The Sword Coast and am looking for inspiration for quests centered more around evil alignments.
The UD is badly in need of more quests. It has had the same quests since I joined the server, save for the gathering corpses quest that hardly anyone does. I think that total UD quest XP is around 5k and total surface quest XP is up around 9k or more. Not sure if you are interested in doing UD ones though?
TheVoid
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Re: Evil players need evil quests

Unread post by TheVoid »

It is possible to create a persistent quest that lasts through resets so that they are only a "one time event", but that would require the use of a database that is a bit more advance than what we have currently.

The main reason why most of the quests are often neutral in tone, is to help mitigate any ongoing conflict that would happen between players who are on opposing alignment spectrums. Basically, it helps separate the need for PC's to take action due to the events that happen through a quest. For instance, having evil players slaughter a village of elves will draw the ire of entire player guild to act, even if it was a one time quest. The fact that the slaughter quest would be repeatable every reset is a bit absurd in the first place, but then we have players who would want to put the kabosh on the evil quest or good quest by taking IG action.

That is when it starts to get difficult to manage. So when we are talking about very evil or very good quests that are very specific in terms of involving other PW races, religions, classes, guilds, factions, etc... players may want to take action to end that quest. That isn't necessarily a bad thing but it makes things a lot more complicated which is why we haven't created really specifically aligned quests using the alignment spectrum in mind.

Some of our existing quests border on good vs evil, but in an indirect way. Most others are fetch and return quests since they are universal. So I really do feel that, if there are evil quests that are specifically evil then there will need to be quests that are specifically for good aligned with neutrals being able to do both. The impression that there are more good aligned quests than evil is not true if we look at the quest list. If we count sshamathian quests there are more evil quests than good.

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