24. QUESTS
Will you have a quest/mission engine?
I'd like to but I am not sure how to do it without it becoming boring as hell. I think that moving stuff from point A to point B (like doing the PC mail) would be pretty interesting and dangerous.
Will quests be static or dynamic?
If they are made solely by PC's subject to time limits and costing money to make and maintain I think they will be pretty dynamic. Example: You might get a quest to get ore for the refinery. They may send you off to the mine to work. You may get asked to bring refined metal from one place to another. Someone may advertise they need bearers for goods from point A to B. Someone may want caravan guards or drivers.
Can citizens create their own quests?
Yes, though I'd want to give them a medium to allow it. I want it to be a 'secure' trade as well. In other words, I don't want someone to say 'Go gack this person, here is 1000 GP' and the person they gave the money to moves to a different continent. I want them to be able to go to the bounty hunter building with a 'reference' of the person they want killed - put that and 1000gp into an NPC, specify where they last saw him (or I can give a tracking arrow and set a minimum bounty fee so that only serious people use the service) and go home. When a PC goes to get that mission, they see how many people have taken it before (if their bureaucracy skill is high enough), they get a picture of the guy and get to follow him. I'd probably have the tracking arrow give a lot more accurate info based on the bounty hunter's tracking skill. They track down the guy and kill him. They get his head (and wergild) and off they go. When they reach the NPC that gave them the mission, they hand in the targets head (and perhaps the note asking for him to be killed) and presto, they get their 900gp. (The crown gets 10%, remember? Well, in this kingdom anyway. Some will have it better, some worse.) Now lets say that the guy who put in the bounty hunter mission was actually wanting to go kill the guy himself but he wanted to get the arrow because he wasn't sure where the guy was. The mission placer is then in a race against other bounty hunters (if they should take the mission) to kill the guy and get his head first. A bounty hunter may have a better directional arrow (tracking) than the mission placer and get back sooner with the head. As soon as the mission is fulfilled (i.e. head returned) the mission goes away and all people with it currently active are informed "I am sorry but the (blank) contract has already been filled."
Can societies create quests for their members??
Sure.
Will be there missions that trigger events?
Don't know on that one.
Mission generators?
No. Go to the guy who has the kind of mission you want to get and see what they have available. I would like it all player done as NPC missions are rather lame.