Quest Submission Guidelines
Quests consist of a description of the overall theme of the quest, and then one or more goals that must be completed in time allotted for a reward. The easiest way to create coherent quests is to have an idea in mind first and then work out an appropriate description for the quest. Only after the description and goals have been developed may rewards be considered. If you follow the following guidelines and suggestions, you should be able to develop quests that will work well!
Submission Requirements
Quest submissions MUST include the following information (per quest):
- Name of the quest
- Character name from whom the quest is submitted
- Full description of the quest (no more than 750 words, no less than 150 words)
- Area(s) in which the quest occurs (e.g., Winterbourne Mansion and Rune, Tellerium and Frost Giant's Keep, etc.)
- Ranged level restriction of the quest (e.g., Levels 50-70, Levels 120-160)
- Time limit in MM minutes (remember, 1 real life minute is equal to four MM minutes).
- List of goals in order, including the location of the object or NPC. The location will not be shown in the final quest, but is needed so that the NPC or item can be located to build the quest initially. An example would be:
- Rescue the lost boy (Telgan's Tavern in Tellerium)
- Obtain a bejeweled key (Assassin in Telgan's Tavern in Tellerium)
- Slay the axe-wielding Prime Minister (in the City Seat in Tellerium)
- Suggested rewards for the quest (Quest points, Gold, Experience Points, Practices, Mark, special item (such as an astral), or a combination of rewards).
An example of what a decent submission should look like:
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Quest Submission
Name: Service With A Smile!
Submitted by: Darkstar
Email Address: fred@ingeni.com
Quest Master: Lord Telleri
Area(s): Rune, New Rigel
Level: 60-120
Time: 160 game minutes
Description:
One of my advisors reminded me recently that many of those who have helped make Tellerium the prosperous town it has become have never really been properly thanked for their support and hard work. To remedy this oversight I need your assistance to ensure that I have the opportunity to thank all of these individuals properly! I've listed the items I wish for you to obtain for several of those who should receive these tokens of appreciation. After you have completed all of your deliveries, check in with Lady Telleri to see if I have forgotten anything and then take care of it as well. Your assistance will allow me to show my overdue appreciation to those who have made Tellerium the town it is today. Do not allow any miscreant to stand in your way! May the Powers guide and protect you!
Goals:
Goal 1: Deliver "a meerschaum pipe" (Master Franklin in Tellerium) to Senator Laveau (Templeton)
goal 2: Kill two (2) of "a rogue" (Tellerium streets)
Goal 3: Deliver "a silver dagger" ("a rogue" in Tellerium) to Lady Templeton (Templeton)
Goal 4: Obtain two (2) of "staff of life" (Religious Fanatic in Templeton)
Goal 5: Deliver "a handcarved lute" (Bard in Tellerium) to Rachel (Templeton)
Goal 6: Hidden Goal: Visit Lady Telleri (Tellerium)
Goal 7: Dependent Goal (Depends on #6): Deliver "a sapphire ring" (Lady Goldwell in Tellerium) to Ariel (in Tellerium)
Rewards: 4 practices, 42 quest points, 12,000 gp, 15000 experience points
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Quest Descriptions
Descriptions MUST be logical in a role-playing sense (for example, there must be a credible reason for Lord Agrippa to want some level 15 to recover a black umbrella). Descriptions must be at least 200 words long and cannot be longer than 750 words. Other suggestions for quest description development include:
- Ensure that you are having the quest master send the player on a quest that makes sense (especially for the quest master). For example, do not have Agrippa send an adventurer out to destroy half of Rune without a well-explained rationale for his need that this is done.
- Proper grammar, spelling, punctuation… PLEASE check these things before you send the quest. If we need to correct more than 2 errors the number of RU awarded will be reduced by half if it is even accepted. It is our expectation that submitted quest descriptions are ready to enter and require no editing by staff.
- If you are unsure of grammar, spelling, etc. use Word or another similar program to check it with. Many word processing programs have spelling and grammar editors in them. Please make use of them. Also, there are a number of resources on the web, just run a search to find a few.
- Avoid using contractions (he's, can't, doesn't, etc) so that the description is more easily read by those who are not as familiar with the English language. Likewise, avoid slang and other terms that would cause confusion as well.
- Keep descriptions simple and clear. Avoid overuse of commas to link phrases as well as overuse of "and" to combine sentences or ideas. Some sentence variety is necessary, but too much makes the description unreadable. Descriptions should take up no more than 6-30 lines in the MM editor.
- Avoid generalizations that lack precision. After all, the quest master is a busy person and would waste no time being imprecise. Avoid using words such as "some", "like that", or other phrases that lack precision in meaning.
- Giving the quest master some life is great, but don't make her/him act out of character. For example, do not make Lord Agrippa a sleaze who is only looking for a good time (see quest master personality guide at the end of this document).
- Above all, the description must make sense! If it is unclear or lacks a strong rationale you need to think about what the quest is about and rewrite the description to reflect it.
Quest Name
Once you've got a description sketched out, come up with a good name. Names should be related to the game world and must be original and different from all other quests as well as interesting and entertaining. This is your chance to be truly creative and have some fun!
Goals
Set your goals following the goal guidelines listed below. Go to the actual location you wish the quester to visit, make sure the creatures are killable or the objects obtainable, etc. A few tips to prevent problems include:
- Be aware of aggressive creatures in the area if you're making a quest for first class players. The path they have to take should be open enough that they don't have to wander through a den of Hydras, for example.
- Make sure there are no level restrictions in the area that will prevent the intended quester from accessing everything needed or that there is no way they can reach the area needed without being slaughtered.
- Don't have goals that require rescuing or killing shopkeepers, trainers, or other protected NPCs. Likewise, don't require getting an object if a protected creature is the only one that has it, or if the NPC is usually in a SAFE room or is otherwise unavailable.
- Be aware of things like needing to have "pass door" to get to a room/creature/item - if it's necessary you may want to make a note about it in the quest description.
- Make sure the level range of character for which you have designed the quest can kill the creature to get any item needed for the quest.
- Please try to make the goals logical in an role-playing sense. Don't send the player to rescue a creature only to have them kill it for the item it's holding.
- Make sure the creature sufficiently repops in an area if it's going to be killed in the quest. Avoid goals for objects/NPCs that have rare or low repops. This often makes a quest un doable in the allotted time, which is not what you should be trying to do. Use highly unique creatures (Yourban, Lady Templeton, etc.) sparingly, if at all.
- Try to avoid goals that involve objects/NPCs/rooms that have the same name as others nearby. It gets very confusing and frustrating for questers (especially the newer questers).
- Keep goals sane and reasonable. Do not put "Kill All Rats" or other impossible objectives.
- Keep the number of goals appropriate to the level of the quester. Generally this will be approximately that 1st class quests should have from 3-5 goals, 2nd class from 4-7, 3rd class from 5-9, and 4th class from 6-16.
Goal Types
Goals may be one of the following types. Some types are more difficult than others to achieve by their nature. Some goals, such as the Obtain, Destroy, and Defeat goals, may be multiplied up to 20. So you can require that someone defeat 20 kobolds in order to satisfy the terms of that goal, or gather 5 wildflowers, for example.
- Obtain* goals have players obtain an object that they will later give to the quest master. They must both obtain and retain the object in order to get full credit for the goal.
- Destroy* goals have players destroy an object by sacrificing it.
- Rescue goals have players rescue a NPC which will cause the NPC to join the players formation. These cannot be shopkeepers or otherwise protected NPCs. The NPC should be one who is in a situation that could be interpreted as needing rescue (imprisoned Princess, etc.)
- Visit goals allow you to send the player to visit the NPC in person.
- Defeat* goals send players to slay a specific NPC. These cannot be shopkeepers or protected NPCs.
- Journey goals have players go to a specific location - please include the exact room title, avoiding non-unique room titles.
- Locate and Deliver* goals have players obtain and deliver an object to an NPC.
Complete Quest* Complete a specific quest number (for meta quests).
* These goals may all have multipliers attached, up to 50.
In addition to the aforementioned goal types, goals may have the following special attributes assigned to them:
- Hidden goals are ones where the player can't see the exact goal, but are instead given hints to within the quest description.
- Dependent goals are those that must have their predecessors completed before the next goal can be done (e.g. before you journey to the chapel you must first visit the Knight - the chapel journey goal would be dependent upon the completion of the Knight visitation).
Special Quest Settings
Quests can have some special settings that can be specified if they fit in line with the idea of the quest. One can be used, or they can be combined. They are as follows:
- For Saints - This quest will be granted to Saints only.
- For Outlaws - This quest will be granted to Outlaws only.
- For Good - This quest will be granted to players of GOOD (350+) alignment.
- For Neutral - This quest will be granted to players of NEUTRAL (-350 to 350) alignment.
- For Evil - This quest will be granted to players of EVIL (-350) alignment.
- Hours from x to y - This quest will only be given out during game hours from x to y (in 24-hour time, i.e., 0 to 23 would be midnight to midnight).
Rewards
Suggested rewards should also be assigned when you submit your quest. Your suggestions will be taken into account, but the quest staff of MM will ultimately determine reward assignments. Keep the rewards reasonable and in keeping with the quests you have seen used by the quest masters, and you will do well! Here is a rough guideline to use as you assign suggested rewards:
Quest Points
QP per goal ranges from 0-10, based on the difficulty of the goal in combination with the other goals. Some appropriate rewards are:
- 0 qp for a room/NPC located in close approximation with another goal (e.g. destroying a merchant's necklace and killing a merchant as two different goals).
- 3 qp for room journey with no npk/cpk, obtain object from shop/NPC more than 40 levels below quester level, rescuing a common NPC, or killing an NPC more than 40 levels below quester level (e.g. obtain a schoolbook for level 180-241 quester)
- 5 qp for room journey with npk, obtain object within 40 levels below quester level, or killing an NPC within 40 levels below quester level (e.g. journey to a room within Maldra keep that avoids all cpk areas).
- 7 qp for room journey with cpk, obtain object within quester level, or kill an NPC within quester level (e.g. visiting the council chamber in Vospire).
- 10 qp for room journey with multiple cpk, obtain object from NPC at or above quester level, or kill NPC within/above quester level (e.g. sending a level 220 to kill Archibold in Diocletian Palace).
Practices
To determine appropriate reward suggestion, decide how much each goal is worth based upon the following, and add them up. If it is a fraction, round up.
- 0-1 pr per kill. Kill should be within 10 levels of lowest level quester on quest for full pr reward. If kill is significantly above character, i.e. very difficult, ½ bonus pr may be assigned. 0 would be assigned if the goal is way under the quester's level (see basic qp guidelines above) and is really just being used to make the quest well rounded.
- 0-1 pr per journey/rescue/deliver/obtain/destroy goal. Again use judgment regarding the difficulty of the goal vs the quester's level. If it is easy it should not get the full reward.
- 1/2 pr bonus for npk/cpk rooms/zones (limited to 2 pr per quest)
- 1/2 pr bonus for hidden rooms or other hazards (limited to 2 pr per quest)
Experience
Exp may range from between 0-4000 per goal based on the perceived difficulty of the goal in combination with the other goals. Some appropriate rewards are:
- 0 - 500 for a room/NPC located in close approximation with another goal (e.g. destroying a merchants necklace and
killing a merchant).
- 1000 exp for room journey with no npk/cpk, obtain object from shop/NPC more than 40 levels below quester level, rescuing a common NPC, or killing an NPC more than 40 levels from quester level (e.g. obtain a schoolbook for level 180-241 quester)
- 2000 exp for room journey with npk, obtain object within 40 levels below quester level, or killing an NPC within 40 levels below quester level (e.g. journey to a room within Maldra keep that avoids all cpk areas).
- 3000 exp for room journey with cpk, obtain object within quester level, or kill an NPC within quester level (e.g. visiting the council chamber in Vospire).
- 4000 exp for room journey with multiple cpk, obtain object from NPC at or above quester level, or kill NPC within/above quester level (e.g. sending a level 220 to kill Archibold in Diocletian Palace).
Gold
Gold rewards vary from 0-1000 per goal based on the perceived difficulty of the goal in combination with other goals. Some appropriate rewards are:
- 500 for a room/NPC/obj located in close approximation with another goal (e.g. destroying a merchants necklace and killing a merchant).
- 1000 for room journey with no npk/cpk, obtain object from shop/NPC more than 40 levels below quester level, rescuing a common NPC, or killing an NPC more than 40 levels from quester level (e.g. obtain a schoolbook for level 180-241 quester)
- 2000 for room journey with npk, obtain object within 40 levels below quester level, or killing an NPC within 40 levels below quester level (e.g. journey to a room within Maldra keep that avoids all cpk areas).
- 3000 for room journey with cpk, obtain object within quester level, or kill an NPC within quester level (e.g. visiting the council chamber in Vospire).
- 4000 for room journey with multiple cpk, obtain object from NPC at or above quester level, or kill NPC within/above quester level (e.g. sending a level 220 to kill Archibold in Diocletian Palace).
Other Rewards
The option for object rewards is also available. Rewards such as an astral reagent, or special object can be suggested as a reward. Note that these will NOT be things that are already rare in the world and will not be allowed to upset the balance of the game as a whole.
Marks are also available for use in quests. Using a mark means that the quest can only be completed once by each player, so make sure that the quest is one worthy of a mark. Mark quests should be almost epic in the difficulty they require in order to complete, and may take long periods of time to finish.
Basically, not all quests NEED to have qp, practices, experience points, and gold in them. You'll want to use your best judgment when assigning values as long as they stay close to the guidelines above. Again, MM Quest staff will ultimately decide what the appropriate rewards will be for any submitted quest.
Quest Master Description and Personality Information
Lord Cornelius Agrippa of Rune
Location: Towne of Rune, on Sepharia
He is much beloved by his people for his kind deeds and actions in preserving the freedoms and rights of the individual. Though he rules Rune and the surrounding areas with a benevolence that makes him popular with all, he has a strong core that allows him to deal swiftly with any who threaten his domain. He is known for his good rapport with the majority of other towns and areas across Alyria, and has been known to have difficulties with a few of the areas that host allies of the darker Powers.
Other traits and specifics:
- Fun loving. Hosts parties of various types as well as entertaining guests from town. Supervises a number of fairs and festivals throughout the year.
- Supporter of the arts. Encourages and supports local artists as well as other cultural endeavors. In fact, Rune's Museum and Library are fine examples to cities across Alyria.
- All know of the fate of Lord Agrippa's last love Lady Saresyn, but time has began to heal those wounds and he may be prepared to explore a new relationship. However, it will surely be discreet and tastefully managed, as he wants no gossip.
Lord Maldra of Maldra's Keep
Location: Maldra Keep, on Beltane
His demeanor is quite professional, as he typically does not look down upon his subjects as long as they obey him and heed his dictates. Others, however, have questioned his morals, as he has been in league with various nefarious individuals in the past. In fact rumor has it that he is involved in a plot against Lord Agrippa as well as others in the realm. Though brusque in manner, he does appear to seek the respect and admiration of all.
Other traits and specifics:
- His family is a constant thorn in his side as a number of, ahem, odd progeny have been born to him. His wife is known to be an embarrassment and he often becomes upset over her lack of pride in her appearance.
- He is a strict but relatively fair leader for his people, additionally he takes pride in himself and his keep.
- Known to be a supporter of certain dark forces though he does fight against them when it serves his needs. He is not above using unscrupulous methods to attain his desires.
- Friend to Baron Rothchild of Pirates Cove, though even this friendship is tentative if money is involved.
Lord Telleri of Tellerium
Location: Towne of New Tellerium, on Avros
Though a tad past his prime, Lord Telleri still cuts a dashing figure. A tall minotaur dressed in his uniform of state, he still keeps a sharp sword at his side. Once one of the region's finest warriors, he still can give younger fighters a challenge in sparring matches. In fact, he prides himself, and his town, on the training facilities and skills of the warriors found here. Also, since Tellerium is such a large town, he often finds himself in need of assistance dealing with troublemakers, updating maps, and all variety of tasks he just has no time for personally.
Other traits and specifics:
- Married to Lady Telleri whom he loves and respects not only for her ability to manage any social occasion, but also for her deft perceptions of matters of state.
- On friendly terms with most other rulers of the realm though he does seek to further ties between Tellerium and Templeton. Toward this end, he has encouraged a number of exchange programs and visits between the two.
- Enjoys hosting festivals for his warriors to show off their skills as well as local handcrafted goods.
Lady Templeton of Templeton
Location: Towne of Templeton, on Avros
A graceful lady with an eye for fashion, Lady Templeton depends on her bodyguard, Sir Malcolm, to protect her and her domain since the tragic loss of her husband. She may seem somewhat flighty upon first glance as she often becomes distracted from her duties to the citizens of Templeton by rather personal whims. However she does care about the citizens and will often be found seeking new ways to better the life of the average citizen.
Other traits and specifics:
- Supporter of any project that will make Templeton more beautiful. Good examples are the parks and aviaries she funds.
- Does not offer first class quests due to the more dangerous nature of the towne of Templeton.
- Has cordial relationships with most realms, and especially with Tellerium, but is always seeking better trade deals and exchanges of all types.
- Has been known to seek companionship since the death of her husband. Not surprising that a woman with her vitality should desire fulfillment in many ways, she occasionally will ask adventurers to aid her in her liaisons.
- Rumors regarding her relationship with Sir Malcolm are unsubstantiated, but of course, one never knows.
Lady Undya of Xaventry
Location: Towne of Xaventry, on Sepharia
Her citizens hold this lovely lady in great esteem for her unbiased treatment of all religious beliefs. In Xaventry, many religious find a safe haven and coexist peacefully thanks to her. Her desire for justice and the public good will have made her a popular ruler and much respected by those who visit as well as other rulers across Alyria. Of course, being a fair and gracious ruler, she does enjoy entertaining guests from other realms and showing them the wonders of Xaventry.
Other traits and specifics:
- Hosts various state functions and festivities in the castle as well as religious festivals and holy days.
- Encourages tourism and good relations with Rune and New Rigel, the closest major towns.
- Seeks justice and has promoted a program of laws and law enforcement that rank among the best on Alyria.
- As a lovely lady, she has been known to request that adventurers seek things for her enjoyment, or her adornment.
Lord Vashir of New Rigel
Location: Towne of New Rigel, on Sepharia
Well bred from a long line of rulers, Lord Vashir rules New Rigel with a fairness that is applauded by all. This town of industry and trade has flourished under his rule thanks to the effective trading agreements he has arranged with other towns across Alyria. His reach extends across the continent, and even to distant lands, when it comes to affecting the economies of Alyria. As a result of these roles, he often entertains and has also worked to turn New Rigel into a showplace with a wide variety of cultural activities to enjoy as well. New Rigel is a key training place for rogues and bards from across the globe, so many will be seen here seeking practice in their chosen path. Lord Vashir himself is an accomplished bard and values the skills he gained from his years of study. Though he deplores some of the uses bards and rogues make of their skills, he provide them a safe haven within New Rigel provided they cause no trouble.
Other traits and specifics:
- Proud promoter of New Rigel's various industries and merchant opportunities.
- Hosts various galas and festivals that are part of an overall plan to enhance tourism.
- Hosts various delegations from other rulers who are seeking trade agreements or alliances with New Rigel.
- Is actively developing a stronger defense for New Rigel to battle those who would take advantage of its citizens.
- Supports the training of both bards and rogues within New Rigel's various training academies.
Lord Vendredi of Sigil
Location: Towne of Sigil, on Auryn
Though many take him to be a laid back and happy-go-lucky man, Lord Vendredi is a strong leader with a realistic view of the world of Alyria in addition to having a strong vision for Sigil. Working with other leaders, he has helped battle the dark forces that have sought to overtake Alyria. Coming from a line of rulers, his sense of honor and duty have served him well since he was thrust upon the throne when his older brother was killed in a hunting accident. This sense of duty has resulted in a constant stream of emissaries and other travelers coming to the castle to appeal to him for aid or favors of various types.
Other traits and specifics:
- Has been very interested in toy making since his childhood and planned to pursue it as a career. He still makes toys to this day though he was unable to pursue it due to family duty; in fact he often offers his handiwork to adventurers who have served the realm well.
- Actively encourages the training and support of new adventurers by offering them opportunities to explore, train, and experience all Sigil has to offer them.
- An ongoing program of various economic and other treaties or alliances receive much attention from him.
- Has a special penchant for the ocean and all things related to water. He enjoys fishing or just sitting at the courtyard fountain listening to the sweet lullabye of the water.