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CardName: Request (3) - Quests Cost: Type: Request3 Pow/Tgh: / Rules Text: The community decided that quests were a theme we wanted to explore. Add your ideas for quests as cards with type "Request3" Flavour Text: Closes Monday 7th April Set/Rarity: [Democracy: Bottom-up Set] None

Request (3) - Quests
 
Request3
The community decided that quests were a theme we wanted to explore. Add your ideas for quests as cards with type "Request3"
Closes Monday 7th April
Created on 02 Apr 2014 by cmeister2

Code: RQ03

History: [-]

2014-04-02 09:48:01: cmeister2 created the card Request (3) - Quests
2014-04-02 09:48:21: cmeister2 edited Request (3) - Quests

Feel free to propose any of the ideas in Discussion: Quest Mechanic or any more you can think of.

I propose that the ideas phase should close on Saturday 5th April, and then a period of voting on Sunday and Monday for the favourite ideas.

Quest for questing? Everquest

­Kill Three Rats demonstrates some new mechanics and terminology.

­Agendas - some musings.

We haven't got many responses here; should I bump up the deadline so more people can respond?

I'll propose "Just plain ascension"

As in, another rare cycle like the Luminarch Ascension cycle? Fine, but if the theme isn't at common it isn't your theme. Or are you proposing a cycle or two of common Beastmaster Ascension-style quests?

I somehow never noticed that the commons were all named expeditions. That mega-super-cycle, anyway. Quests of the form "On X, quest counter; on enough quest counters - ability" (maybe a sacc ability, maybe a constant ability, maybe a sigil - though that should be the rare end.)

Oh, so... "just plain quests" then?

I vote for: plain quests, but if we can work morph into it, then so much the better. Also, rename the Expedition/Ascension tiers.

Hmm. Only two votes? Well, I'll extend things till the end of today (Tuesday) but that's the final deadline.

I was hoping for someone to come up with some form of quests that inspires me. As it is... they're all kinda blegh.

Basic quests, as done in Zendikar, I guess.

well, i didn't vote for quests because it doesn't fit my play style. but if you guys want quests to be the major theme (it did get the most votes) then it should be made more exciting. and to me, that mean things like raids, defeating raid bosses, sending your party to fight enemies.

i guess my vote would be:

  • raids and bosses (opponent gets creature token which must be defeated to get your reward)
  • acquire quest counters from combat or damage related triggers (in addition to other triggers if so desired)
  • face-down quests (trying to find a way to make it work and interesting)

.... you have a very different idea of the meaning of quest to me.

if you mean "you" as in RPG designers around the world, then yes, "we" have different view of what kinds of quests can captivate an audience.

I know that I suggested and voted for "quests matter," but honestly I'm not at all inspired by it or interested in designing for it because in my mind it was hands in hand with victory counters. Plus the current direction of the flavor turns me off, so that's why I haven't really contributed any more.

this is supposed to done democratically. so if you have any suggestions, just post it and we can discuss and push it further or downvote it.

if so many people aren't satisfied with quests, then we can vote for another theme. quests with victory counters is actually a well-known mechanic in other CCGs and even in some custom sets here. i don't mind if we reroute to that direction instead of making only plain quest or ditching quests altogether.

as for my tribal X control ideas, i'm very satisfied with their integration. in particular control theme seems pretty interesting new territory, and {u}{g} gnomes could have been a mainstay in official Wizards sets (as well {r}{w} dwarves). if no one else likes it, i can just create another personal set and move them there.

I'm happy to be persuaded if we can find an exciting way to have such quests work and not be either broken or underwhelming. Magic does already have a few alt-win conditions; Door to Nothingness etc. Heck, Armageddon Clock is practically a quest implementation minigame.

But as currently proposed, victory-point quests don't feel right. And it feels odd to dislike mechanics on flavour grounds - but that's my main objection to the CRPG/MMO style quests suggested; they just feel uninterestingly mechanistic to me. Mechanics can be interesting, but "Count to 10" doesn't feel like it's enough.

No objection at all to the races, beyond sheer size of the task at hand.

Addressing "Raid boss", first major objection is the flavour. That's exactly what players would call it. Ugh. Next major objection is going to be meta-gamey. You aren't going to use the quest until you've got an answer to it in hand. Forced-to-play is hard to implement, and would turn away half the player base. (Red chaos players would be interested though)

On the upside? Yes, "Here's a big thing, let us now overcome it" is fine flavour. Kinda weird that one person sets it in motion, though. (Maybe a chaos-planes type of thing instead? Totally different game, though.)

Lastly, balance. Either the reward is small (and now we've got Dovescape instead of a quest) or it's large; and now it's likely to not be interactive with the other player - as unless you've got the answer ready you're not going to risk it.

If people vote for it, I'm up for the challenge of trying to come up with stuff that DOES work despite all those difficulties. I just don't see how.

Side comment: Kinda wondering why the people who did vote in support of quests aren't voting for the quest-forms they'd like.

I think the Boss cards Multiverse has already seen, such as Mercurial Firelord, are a great implementation of that kind of quest. They don't really suffer from "don't cast it unless you have the answer in hand" because the "answer" is attacking with creatures.

I don't mind either way about the MMORPG flavour, but it seems like it's unpopular, so maybe it might be worth partially backing away from that to find a flavour with appeal to more of the people here.

Perhaps we could do some sort of "awakening" mechanic; quests, but when you have enough quest counters the card stops being an enchantment and starts being an awesome creature instead?

EDIT: See Quest of Giant; it's a bit texty though.

I think I'll put this request on ice for a little until we have consensus on a direction to go in.

using quest counters is a limitation. 1) it takes up a lot of rules text. 2) use a lot of counters.

so make quests that feel like quests without using counters. this will also allow more quest varieties. for example, see Counterless Quest Static & Counterless Quest Activated & Counterless Quest Trigger

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