Long Running Quests

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Long Running Quests

Postby Thraxas » Fri Feb 05, 2010 6:37 am

[quote="Clink":wo73l5rb]I'd like to see us make it more dangerous by putting in themes and long running (like several weeks or months) quests that can cause disruption to existing play. The quests, will of course, have rewards. These don't necessarily all have to be drachma, spells, skills, but will be worthwhile for those who participate. They may be simply for the larger good like something as simple as the mud is a safer place for the next few weeks. Long running quests that increase danger are disruptive and SlothMUD players like certainty and predictability. And while I believe we shouldn't provide either, we certainly don't want random, purposeless death, either. Any increase is sure to stir a controversy with players. [url:wo73l5rb]http://slothmudiii.blogspot.com/2006_12_01_archive.html[/url:wo73l5rb][/quote:wo73l5rb]

I know this is an old post on Clinks blog from the days of S3, but I love the idea of a long running quest.
Quests for me are an issue as scheduling a period of time to be at the keyboard for a long continuous period of time normally based around US timing (i.e. 1am - 6am UK time) is problematic for me, I dont think I am alone in this view.

The whole idea of a long running quest that lasted a month or so sounds like a fantastic idea, maybe with rewards and even an award ceremony at the end. Something that relied on the skill of the players or cooperative play rather than hours played or char levels would be nice.

T
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Postby Cizin » Fri Feb 05, 2010 7:41 am

I liked Chobbs preopener Opera quests.

I missed that time!

Sniff
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Postby Mace » Sat Feb 06, 2010 6:17 am

Speaking of long-running quests, when am I going to be able to do anything with this flaming blue hilt!?
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