Goblin-King wrote:I think level design is everything. While one doesn't exclude the other, I'd much rather play a well designed quest with a boring narrative than the other way around.
And i'm going to second this. I find well written quests, with interesting events that look to step away from the usual pattern of open door, kill monsters, search room move to next door and repeat to be the most fun to play. The storyline can be more or less irrelevant if the quest design is interesting and unique.
Goblin-king has written to good examples of quests that apply this principle,
The Mirror Maze and
Secret of the Stone. I have no idea what the story is behind the Mirror Maze but the mechanic used in the quest looks fascinating and is one I'm looking forward to playing sometime. I only know the story behind The Stone Temple because GK worte it for a QP I was working on (and shamefully never finished!), but again it is the mechanic which makes this quest so fun, not the story. This is one I have played, it is possibly the most fun I have ever had playing HQ and you can read about it
here. mikemacdee is another quest writer who has come up with imaginative ideas on how to use the quest board. His quest
inn-escapable has always stuck in my mind as one I wanted to play. Again, I couldn't tell you what the storyline is behind this quest, but the mechanic looks really fun to play.
Big epic quests are fun. Storyline is important! But well written quests trump everything else for me.
Anderas wrote:I know a lot of you have done a makeover for the game system quests. They need it - apart from the strongly varying difficulty, they don't seem to have a real storyline.
I tried hard to put them together in a story, but all i could achieve was to have two storylines and some loose quests.
- Three or four quests with Ulag and Grak
- Three quests for the Spirit Blade (at least, here there is a real storyline)
and then things like the Castle of Mystery, the Maze, the Trial, Melar's Labyrinth, Prince Magnus' Gold and some others, completely independent from each other.
I actually like the way the Game System quests are put together and I think your assessment is correct, 2 small storylines and a collection of unrelated quests. The way we have been playing these in the play-by-post area with Sotiris has been fun. Similar to what clmckay suggested, we have been choosing our own route through the quests using a map to pick and travel to each quest in the order we choose.