quick non-combat quests
Posted: Tue Aug 04, 2020 2:01 pm
So I recently ran into an issue where my players didn't like how much combat I planned out, specifically each and every single one of my hooks involved combat either upfront or in the eventual conclusion. In my defense, most of the hooks I used were right out of the book... But it didn't change that I was indeed lacking in purely skill based resolutions, or purely non-combat ones, so I came up with an idea to generate quick quests:
Literally just use a random number generator to "roll" on the community compiled "book of skills" and "roll" again for x# of skills listed on any random page.
The ultimate resolution to a NPC's problem will be a successful skill roll, but if failed (or lacking in skill), the players could still try to figure out a solution via roleplay or alternative skill solutions; if the players are still unable to solve the task then the NPC will mention someone who can help... But obviously that next NPC will have their own problem (re-roll next skill challenge).
Now the main issue here is that this method is "wide as an ocean, deep as a puddle". I'll need some kind of meta narrative to actually string all of these skill checks together, especially if the players have a high% chance. My current idea is have a town ban the group from interacting with the place, perhaps they're mistaken for a gang or the last batch of adventurers really rubbed the town the wrong way. If the players want to take advantage of the resources in this location, they'll have to prove themselves worthy. Obviously, in a barter only town, I could also use this method for all general transactions.
Anyway, I figured I'd run this by you guys for better ways of implementing this method of quest generation.
Literally just use a random number generator to "roll" on the community compiled "book of skills" and "roll" again for x# of skills listed on any random page.
The ultimate resolution to a NPC's problem will be a successful skill roll, but if failed (or lacking in skill), the players could still try to figure out a solution via roleplay or alternative skill solutions; if the players are still unable to solve the task then the NPC will mention someone who can help... But obviously that next NPC will have their own problem (re-roll next skill challenge).
Now the main issue here is that this method is "wide as an ocean, deep as a puddle". I'll need some kind of meta narrative to actually string all of these skill checks together, especially if the players have a high% chance. My current idea is have a town ban the group from interacting with the place, perhaps they're mistaken for a gang or the last batch of adventurers really rubbed the town the wrong way. If the players want to take advantage of the resources in this location, they'll have to prove themselves worthy. Obviously, in a barter only town, I could also use this method for all general transactions.
Anyway, I figured I'd run this by you guys for better ways of implementing this method of quest generation.