Evil players need evil quests

Information and Discussion Relating to NWN2 Area Design

Moderators: Moderator, Developer, DM

Molag__Bal
Posts: 2925
Joined: Mon Sep 14, 2009 8:00 pm

Re: Evil players need evil quests

Unread post by Molag__Bal »

TheVoid wrote:If we count sshamathian quests there are more evil quests than good.
The only UD quest that could really be considered evil is the one where you are tasked with slaughtering the escaped slaves. The rest are fetch item quests where you don't really know the alignment of the quest giver.

The only surface quest that I can think of that is evil in nature is the one that Grixen gives.
TheVoid
Retired Staff
Posts: 2107
Joined: Sat Aug 15, 2009 11:59 pm

Re: Evil players need evil quests

Unread post by TheVoid »

No there is also the quest that you have to retrieve corpses for necromantic use. That is considered evil aligned since you are knowingly supporting a school of magic associated with evil imo.
tooley1chris
Posts: 538
Joined: Tue May 19, 2009 3:16 pm
Location: missouri

Re: Evil players need evil quests

Unread post by tooley1chris »

Cristof wrote: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?
Hmmmm...i could do a trigger at each entry of the areas along the route home that destroys and respawns the victim based on quest log...thats pretty dang smart. I love that the players/staff here are smarter than me. Will have to look at that mabye.

Void: I am trying to make quests that seem plausible as far as multiple players doing them in a day. The "slaughter" the elves quest i have in mind is a small group of elves hunting near orc territory, as example.
I have no problem working on UD quests when Im happy with norther expansion but right now my plate runneth over...
This has "No Saving Throw" written all over it...
Aeb Ankor
Posts: 237
Joined: Sun Aug 22, 2010 3:13 am
Location: Idaho, USA

Re: Evil players need evil quests

Unread post by Aeb Ankor »

Some idea i've had from the past in this line of thinking might be useful:

Slaves and kidnap victims are much easier to keep as journal entries as you imply rather than npc in party.

The other option is some thing I suggested long ago... similar to animal companion: monstrous humanoid make a feat animal companion: common npc, this common npc can be a slave, a servant, a kidnap victim, and knight's squire, a helpless traveler, etc. The idea is to make the feat summon an npc that is needed to be protected. If the summoned npc dies then you'd need to rest or whatever. If this feat could be put on a temporary quest item, you could then have it summon a kidnap victim for turning in at a quest giver... maybe have it a single charge item so if the npc dies the quest items must be collected again.

Second idea was from before the Amn War: (This can work for any "good vs bad" situation as well)
With all the talk of war between BG and Amn, I was wondering if there was a plan to use the NPC Dialog System/ Quests to get players involved on both sides of the war? I am sure that this has been mentioned but, didn't want to not say it just in case.

I was thinking it would be great to have my character's action interact with the war mode and preparations. A series of quests that gave stories and tactical character interaction.

Players choose which side of quests work, once you take a quest from one side the other side quest are blocked, with maybe a later option to be a double agent.

Character (either BG or Amn) talks to their recruiter > prep quest > go from Beregost to BG and back, meet an npc at Fist HQ for the turn around and gather war quest goods. For Amn they go to the end of Lake Weng and meet an NPC wagon train and then escort it to Nashkel over the pass (the wagon never moves, but the quest does).

Then the Recruiter can say "go talk to the Sargent for your next duties". The Sargent can send you on another preparation quest.

As for tactical war quests, you can start with scouting quests, go here and find a waypoint marker (observation) and come back. Then, go here and stop this enemy wagon train (go to a way point and if have quest it triggers a spawn like orc head). Then seek out this enemy patrol (same way point system) and kill them. Etc. The quests get harder and harder requiring other support characters and teams.

As they move along the quest stream from Recruiter > Sargent > Lt. > Captain > General, the quests get harder to finish. After successful completion, each character gets a medal or token (stackable item, nontradeable), this is all before the war starts.

Then once the war is going to start the various powers that be can reward the characters based on numbers of tokens earned, and can lead to player involved story RP for the actual war efforts, all the while not require a DM to babysit every character that wants to be involved in the war. Maybe when a character hits a major waypoint in the later harder quests the server can take a screenshot of the moment and this can be used in storyboard for the war rp forum threads at the end.
"It is a good bet that I like your character, more than I like you... keep it IC and close to lore and we might stay friends."

"I hate snowflakes and butterflies, die die die!'


#OrcLivesMatter
Aeb Ankor
Posts: 237
Joined: Sun Aug 22, 2010 3:13 am
Location: Idaho, USA

Re: Evil players need evil quests

Unread post by Aeb Ankor »

tooley1chris wrote:
Cristof wrote: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?
Hmmmm...i could do a trigger at each entry of the areas along the route home that destroys and respawns the victim based on quest log...thats pretty dang smart. I love that the players/staff here are smarter than me. Will have to look at that mabye.

Void: I am trying to make quests that seem plausible as far as multiple players doing them in a day. The "slaughter" the elves quest i have in mind is a small group of elves hunting near orc territory, as example.
I have no problem working on UD quests when Im happy with norther expansion but right now my plate runneth over...
Yes just like that, were you reading my post before I sent it?
"It is a good bet that I like your character, more than I like you... keep it IC and close to lore and we might stay friends."

"I hate snowflakes and butterflies, die die die!'


#OrcLivesMatter
Cristof
Posts: 62
Joined: Sun Aug 21, 2011 12:17 am
Location: Illinois (GMT -5 with DST)

Re: Evil players need evil quests

Unread post by Cristof »

I can't think of any corresponding 'good' quests, but in addition to evil quests of Grixen, the UD, and possibly Ulgoth's Beard, I can think of several where you get more gold and/or xp if you reneg (chaotic) or intimidate the quest giver (arguably evil).

That was a point I intended to make in my earlier post. It would be nice to see some good quests, or (please!) allow a morally questionable quest to be completed in different ways. Offering a good and evil way to resolve such quests would be great - and not require the creation of multiple quests and quest givers. But this would probably require NPCs that could be killed or at least defeated. (E.g. upon the 'death' of the NPC you see a message stating the NPC causes a distraction and flees, dropping a bag in his haste to escape.)

And since we are on the topic now. For quest completions that offer a moral component, characters who complete the quest in the same manner as their alignment should earn more xp. Completing it in an opposite manner (evil completing in a good way and vice versa) should earn less.
Tildon - Blade of Waterdeep and Serendipitous Minstrel
Dylan of the Second Wave
Iso
Posts: 64
Joined: Wed Jun 30, 2010 1:07 am

Re: Evil players need evil quests

Unread post by Iso »

Blackmail, repossession, framing, poisonings (not assassinations; a person can be poisoned without death), larceny (theft), muggings, body guarding or providing security for evil persons, partaking in evil high magic rituals with a cabal (for arcane casters), fetching components for evil spells (pieces of undead, toads, sacred plants from sacred places), fencing stolen property for cartels, forgeries, impersonating officials (officers of the law) to send rivals to jail.

The list can go on. Some of the tabletop DMs need to chime in.
[color=#40BF80][b]Luna[/b][/color] wrote:Crud.
Infernal Dave
Posts: 129
Joined: Fri Jan 14, 2011 1:04 am
Location: Tennessee

Re: Evil players need evil quests

Unread post by Infernal Dave »

A worshiper of Talona wants to pay the questing PC to poison a local well by dumping a vial of "Unknown Substance" into it. For added hilarity, make the quest item a consumable, like a potion, which if the PC decides to drink gives them a high-DC disease.
Dimitri Val-Naar - Gone on to bigger and better things
Sascha
Sergei Kalshinkovic
Iskra Golondini
Blunkanthrust
Posts: 128
Joined: Fri Mar 25, 2011 2:39 am
Location: UK

Re: Evil players need evil quests

Unread post by Blunkanthrust »

An npc from faction "a" wants you to assist in the ambush of person "b"

You meet with some "shifty looking npcs" and the conversation with them triggers an event where a person walks along "x" road (patrol style) and when they reach your position, you have to run out and attack them at a certain percentage of hp another text box pops up with several options such as:

The trader looks up at you with fearful eyes as you hold him up by his shirt, he swallows hard as he is confronted with his own mortality.

1. Put the sniveling wretch out of his misery. (+2 points toward evil +1 point toward chaotic)
2. Issue a threat to the trader warning him that his sort are no longer welcome in this territory (Intimidate)
3. You laugh at the fearful trader, in and in a rare moment of kindness, spare his life.
4. Issuing the trader with an ultimatum, that should he cross you again you would detach his head from his body, you take half his supplies as to confirm the success of the mission and send him on his way.

(assign points and skill related things as you see fit, I just put them in for the sake the example)
"…when you have stared long into the eyes of the Tarrasque and lived to tell the tale, I shall call you a warrior…"

- Randir, I, Worriers & Warriors. In: Codex Arcana.
User avatar
Hoihe
Posts: 4719
Joined: Thu Nov 03, 2011 2:25 pm

Re: Evil players need evil quests

Unread post by Hoihe »

The alignment shift should be avoided to avoid Pally/BG powerbuilds, otherwise good idea.
For life to be worth living, afterlife must retain individuality, personal identity and  memories without fail  - https://www.sageadvice.eu/do-elves-reta ... afterlife/
A character belongs only to their player, and only them. And only the player may decide what happens.
Storm Munin
Posts: 1355
Joined: Sun Nov 07, 2010 5:03 am
Location: Sweden, Alfheimar expat

Re: Evil players need evil quests

Unread post by Storm Munin »

The problem is..what is an evil deed? According to whom?

1. Sacrificing elven children?
Has been done, probably. Not much of a quest though.
2. Sacrificing a drow male?
Has been done, but isnt it really an act of kindness?
After all, he was male and weak yet will still see the demonweb pits.
3. Enslaving an entire population and paying off "others" with the slaves?
Has been done, but who cares what happens to rivvil iblith anyway?
4. Using a sacrificial rite to summon a demon to hunt down your enemies?
Has been done, meh the intended victim wasnt exactly a good guy.
5. Kill a decidedly good priestess and her consort and sacrifice their hearts to your diety?
Has been done, probable but not really a quest is it?

I approached a guildleader for an evil guild to have another toon kidnapped, beat up and quite scandalized.
I got a no for an answer, it was deemed too frivolous for them...

So...what is evil enough to warrant to be an evil quest?

What is evil enough to be considered evil acts by the players playing evil toons?

We cant start a war, crucify a paladin, burn down the orphanage with the children locked up inside every reset...

Then again from time to time my toons kill off 500-1.000 duergar in a session.
I dare say the duergar community should have a grudge by now...

But is it evil?
"Drojal zhah obdoluth dorb'd streeak, Lueth dro zhah zhaunau dorb'd ogglin."
"Existence is empty without chaos, Life is boring without enemies." So sayeth Lady Lolth, Queen of Chaos.

PC: Natalya, wandering enchantress.
gundar
Posts: 14
Joined: Tue Mar 26, 2013 9:44 pm

Re: Evil players need evil quests

Unread post by gundar »

Corrupting a high level local clergy including black mail, framing for crimes, etc. turn them down the path ultimately of betraying their god (preferably in secret) in favor of either a Infernal pact of follower of a eveil deity.

Defiling the local fonts of holy water/altars/etc.

Poisoning water supplies

Enabling a slavery ring.


Many good opportunities to be hosted from Roaring Shores.
Elthan
Posts: 204
Joined: Sat Mar 30, 2013 4:48 pm

Re: Evil players need evil quests

Unread post by Elthan »

I am more in favor of quests that can be solved either way.

For example the imp quest in sharpteeth is evil - why can't i fight him instead - "kill him" for the quest xp?


There are alot of quests where the nasty option is possible - just widen it both ways - nasty and nice.

Return to “NWN2 Area Design”