Quests
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'''HoW Encounters / Eternal Audiences:''' You go through the HoW portal and the quest usually takes place in an encounter test (but might also use an outdoor quest area). | '''HoW Encounters / Eternal Audiences:''' You go through the HoW portal and the quest usually takes place in an encounter test (but might also use an outdoor quest area). | ||
'''PLVs:'' You go off field to the 'CS Offices' and into an encounter tent. | '''PLVs / Trouble Near Anvil:''' You go off field to the 'CS Offices' and into an encounter tent. | ||
Each possible quest route has its own implications: | Each possible quest route has its own implications: |
Revision as of 15:04, 13 June 2016
If you want to take the players off the main field to another location, then congratulations: you have a quest!
There are several types of quest, e.g.
Outdoor Quests: You go through the Sentinel Gate and the quest takes place in a field/forest location in the quest area.
Tent Quests: You go through the Sentinel Gate to and the quest takes place in an encounter tent.
HoW Encounters / Eternal Audiences: You go through the HoW portal and the quest usually takes place in an encounter test (but might also use an outdoor quest area).
PLVs / Trouble Near Anvil: You go off field to the 'CS Offices' and into an encounter tent.
Each possible quest route has its own implications:
Sentinel Gate
If you're using a sentinel gate conjunction, you will need to set up a conjunction through the data interface. Please consult with either the encounter tent setters or the skirmish crew that are going to be helping deliver your quest before setting the number of people who can use the conjunction - the limits are usually based on how many people can fit in a set, or how many people can be given a good fight.
You will then have to drop hints to the players to get them to go and check for the conjunction - this is called 'hooking' the quest. The players will need to know the exact location so they can use Detect Magic on the Sentinel Gate to find out when your quest is and how many people they can take.
Do not hook the quest to several groups without them knowing about each other. Please strongly avoid doing this - no-one has any fun arguing at the gate. If you have to drop your hints to several groups of people, make sure they all know about each other well in advance of the quest time so they aren't left sorting it out at the gate. People rarely have any fun with not going on quests, so ideally attempt to tailor your quest so that the number of people who hear about it and want to go is similar to the number of people your conjunction accommodates.
Make sure someone who will be at the gate at your conjunction time - e.g. an NPC, you, a skirmish ref, a field ref - knows exactly where the conjunction is going OOC and is happy to lead the players to the relevant location. Ideally, also make sure someone who will be in radio contact at the time knows this too - in case something happens to delay or incapacitate your primary source.