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Quests
 Group admin 
Alright, quests are almost ready! I am editing this comment so that people don't need to scroll.


Here is the format of the quests. I am using the current quest idea as the example.



1- A sign is posted in the town square of a small town just outside of Meids.
2- The sign directs people to meet at the ___ Inn. Players build the inn and show their character entering it.
3- The host builds an inn as well (what it looks like has no difference). The host shows an NPC explaining the objective to the quest and the first step in completing it as well as the "best options" in approaching the issue.
4- Players can build any of the options, and they can also try something else. If the host thinks that their "other option" is an effective idea, he can give them their results and tell them the next step. Same goes for the main "best options". This way, people can take other actions and still end in the same place.
5- Players will build the next step.



These quests will be side-plot stuff. Quests that specifically DON'T effect the main plot. Sometimes people need a break from the main plot.


For the first 2 or so quests, only admins can host them. After that, the mods will be permitted as well. After about a year, we'll allow a few respected members run them if they choose.

A separate group will soon be opened for quests as well as quests planning.


QUESTION-
I need to know which of the staff members will be able to participate (build for) the first quest, and who can't. If you can't but still have some time, I'd love to have your help planning quest #1. If you CAN participate in the quest, I would really appreciate the support, as we need as many recognized builders as possible to start this thing off well :)

Planning-

Caleb

David

Hopefully Participating-

Stephen
Permalink
| June 15, 2014, 12:41 pm
It would be nice if people didn't have to stick with the quest for the whole time. For example, I probably can't get Steven to Infordest, but, if the quest passes through part of Rainos at some point, he could join in and help out with that stage. People who stick with the quest for the whole time can still get bonus points, though.
Permalink
| June 15, 2014, 1:35 pm
Oh, and what happens if a UC tells people to go to a different location? Do people have to choose between the quest and the UC?
Permalink
| June 15, 2014, 1:38 pm
 Group admin 
Quoting Gilbert Despathens
It would be nice if people didn't have to stick with the quest for the whole time. For example, I probably can't get Steven to Infordest, but, if the quest passes through part of Rainos at some point, he could join in and help out with that stage. People who stick with the quest for the whole time can still get bonus points, though.

Well, I was going to make it Character based, meaning that people aren't going to be completing these quests in groups. I was going to have it where people went on the quest by themselves.

I MIGHT be able to change it to be a group quest, but that would be really hard to have EVERYONE building one massive crossover. Even if it was just 3 or 4 people, it would be tough.
Permalink
| June 15, 2014, 2:35 pm
 Group admin 
Quoting Gilbert Despathens
Oh, and what happens if a UC tells people to go to a different location? Do people have to choose between the quest and the UC?

Excellent point. Hmmm. This is a tough one. Well, actually, they could just do both. They have all month for a UC and half a month for the other.

Or we could have it take place in a different time, chronologically. I'm not sure how that would work, but it could work. Maybe it could be detached to each character's main timeline until the quest is complete, then they can choose when in their timeline it took place.
Permalink
| June 15, 2014, 2:39 pm
Bumping the current issues...
Permalink
| June 15, 2014, 10:34 pm
 Group admin 
Alright, so I decided that quests can be completed as it is currently happening, OR people will have the option to present it as a flashback.
Permalink
| June 15, 2014, 11:16 pm
Quoting Caleb R.
Alright, so I decided that quests can be completed as it is currently happening, OR people will have the option to present it as a flashback.

Okay. Want to try it out?
Permalink
| June 15, 2014, 11:18 pm
 Group admin 
Yeah, already build the set for it :) WIPS soon :D
Permalink
| June 15, 2014, 11:37 pm
 Group admin 
Alright, so here is the set for the first quest. My main questions are this: Does the top brown and tan part look good? Are the proportions good?
Also, what can I add in the town square that could make it seem less empty?

http://images.mocpages.com/user_images/61417/1402889401m_SPLASH.jpg

http://images.mocpages.com/user_images/61417/1402889406m_SPLASH.jpg

http://images.mocpages.com/user_images/61417/1402889413m_SPLASH.jpg

http://images.mocpages.com/user_images/61417/1402889418m_SPLASH.jpg
Permalink
| June 15, 2014, 11:46 pm
Quoting Caleb R.
Alright, so here is the set for the first quest. My main questions are this: Does the top brown and tan part look good? Are the proportions good?
Also, what can I add in the town square that could make it seem less empty?

http://images.mocpages.com/user_images/61417/1402889401m_SPLASH.jpg

http://images.mocpages.com/user_images/61417/1402889406m_SPLASH.jpg

http://images.mocpages.com/user_images/61417/1402889413m_SPLASH.jpg

http://images.mocpages.com/user_images/61417/1402889418m_SPLASH.jpg

Some windows would be nice in the large building, but, aside from that, it looks fine. If you want a full scene, your best move would be to add another building on one side of the square, maybe a gated wall if you can manage it - having a corner can make a scene feel complete. Other details could include some guards, a haystack, a gibbet or a wagon - preferably something with color. The light grey base against a light grey wall with brown and tan everywhere else make a boring color scheme, so maybe you could rebuild some of the stalls with some decorative touches (the most basic form of advertising for all those vendors). Finally, could you center the fountain on those mesh parts?
Permalink
| June 15, 2014, 11:56 pm
 Group admin 
Alright, thanks for the input. Windows can't happen, but I might be able to center the fountain. I can add an entertainer, and hopefully a wagon or hay. I don't know about another building, though. I used all of my gray texturing pieces, and most of my tan pieces. Any ideas?
Permalink
| June 16, 2014, 12:04 am
 Group admin 
NEW MODS

You guys are welcome to weigh in, both about the Quests and about the build
Permalink
| June 16, 2014, 12:05 am
 Group admin 
Quoting Caleb R.

Why are windows not an option?

I'd suggest making the wood sections stick out, either with a studs-up half-plate offset or with SNOTed tiles. The masonry I think needs a more consistent style - perhaps a pattern of SNOTed 1x2 tiles as the main texture and then the occasional masonry brick and round brick/plate, as you already have. The ground plates look pretty sci-fi to me -- do you have enough tiles, round or normal, to make a cobblestone look? And if not, you can add patches of scuffed or damaged ground (plates rather than tiles) and bits of dirt and plants to reduce the strain on your collection. The booths look good, but they're all the same style. Maybe make them different sizes, designs and colors. The larger they are, the less tiles you would have to use for the ground as well. The fountain is also a little square for my taste.
(Sorry for the blunt response, I'm a little rushed right now. :P)
Permalink
| June 16, 2014, 12:42 am
Quoting Caleb R.
Alright, thanks for the input. Windows can't happen, but I might be able to center the fountain. I can add an entertainer, and hopefully a wagon or hay. I don't know about another building, though. I used all of my gray texturing pieces, and most of my tan pieces. Any ideas?

Sorry, I don't have any ideas.
Permalink
| June 16, 2014, 12:47 am
 Group admin 
Quoting Caleb R.
I don't know about another building, though. I used all of my gray texturing pieces, and most of my tan pieces. Any ideas?

Hmm...maybe add a larger shop and make it a unique color, so you don't have to use tan. How are you on, I don't know, red or something? :P
Permalink
| June 16, 2014, 12:52 am
Quoting Kai Bernstein

Your answer for almost all of the above: Parts shortages. Those really can make a difference - my youngest brother, who is still something of a rainbow warrior, is collaborating with me on my UC. Using my parts, he made a desert road running through a cemetery that looks pretty decent if you don't look too close. I'm teaching another brother about SNOT whitewash - it's an exciting project.
Permalink
| June 16, 2014, 12:54 am
Quoting Caleb R.
Alright, thanks for the input. Windows can't happen, but I might be able to center the fountain. I can add an entertainer, and hopefully a wagon or hay. I don't know about another building, though. I used all of my gray texturing pieces, and most of my tan pieces. Any ideas?

I edited my comment after taking a look at the third picture - you might want to take another look.
Permalink
| June 16, 2014, 12:55 am
 Group admin 
Quoting Gilbert Despathens
Your answer for almost all of the above: Parts shortages. Those really can make a difference - my youngest brother, who is still something of a rainbow warrior, is collaborating with me on my UC. Using my parts, he made a desert road running through a cemetery that looks pretty decent if you don't look too close. I'm teaching another brother about SNOT whitewash - it's an exciting project.

http://www.mocpages.com/moc.php/373283 Then perhaps dark tan would work... perhaps.

That's good - make sure the legacy is carried on. :P
Permalink
| June 16, 2014, 1:05 am
 Group admin 
Quoting Caleb R.

Or if tiles are too much of a stretch (they definitely would be for me :P) you could use this sort of SNoT floor - http://www.mocpages.com/image_zoom.php?mocid=373528&id=/user_images/100219/1383280201m
Permalink
| June 16, 2014, 1:09 am
Quoting Kai Bernstein

http://www.mocpages.com/moc.php/373283 Then perhaps dark tan would work... perhaps.

Caleb, you HAVE to use all those dark tan tiles for something! I completely forgot you had them, but there are two immediate uses I can see for them: you could either use them to wall another building or use them to pave the market. This diagonal technique would do nicely for the latter:
(link coming)
Permalink
| June 16, 2014, 1:16 am
 Group admin 
Quoting Gilbert Despathens
Caleb, you HAVE to use all those dark tan tiles for something! I completely forgot you had them, but there are two immediate uses I can see for them: you could either use them to wall another building or use them to pave the market. This diagonal technique would do nicely for the latter:
(link coming)

Oh yeah, the technique used in the Black Knight Tavern?
Permalink
| June 16, 2014, 1:19 am
Quoting Kai Bernstein
Quoting Caleb R.

Or if tiles are too much of a stretch (they definitely would be for me :P) you could use this sort of SNoT floor - http://www.mocpages.com/image_zoom.php?mocid=373528&id=/user_images/100219/1383280201m

I was just using that MOC as a whitewash tutorial this afternoon, oddly enough. It's nice to see it again, though. I really need to do more like it. Maybe I'll spend my entire winter break doing city streets.
Permalink
| June 16, 2014, 1:23 am
 Group admin 
Personally, I don't really see a lot coming out of these. But I can't say anything negative against them.
Permalink
| June 16, 2014, 10:00 am
 Group admin 
Quoting ~ Brick
Personally, I don't really see a lot coming out of these. But I can't say anything negative against them.

ditto.

They just add more confusion.
Permalink
| June 16, 2014, 10:01 am
 Group admin 
Quoting Asad .
ditto.

They just add more confusion.

Hmmm.

Well, this is why we're running a test run.
Permalink
| June 16, 2014, 11:53 am
 Group admin 
Quoting Kai Bernstein

Yeah, as Gilber said, I pretty much can't do any of that.

Quoting Kai Bernstein
Or if tiles are too much of a stretch (they definitely would be for me :P) you could use this sort of SNoT floor

I can use the tan tiles, but I'm not sure how I would be able to use them for a building. I also have just as many of those in 2x2 red, if that could be used as something
Permalink
| June 16, 2014, 11:55 am
 Group admin 
Ah, the quest thread. I found it XD

I'll be posting my comments soon :)
Permalink
| June 16, 2014, 12:05 pm
 Group admin 
I suggest replacing Rogue challenges with these Quests.

Rogue challenges are WAY too short and thus promote rushed builds. Sure, we could extend them, but eh, MBCs and maybe Market Builds would be more exciting to me because they also give the 4 points and you aren't rushed.


Quests are already obviously focused - which is what Rogue challenges are - but they span over a longer period of time which I like. Though four builds in 2 months is quite tough if you ask any TFOL (especially considering UC/RCs).


I would like to expand on these quests.
1. Instead of one straight storyline like in the example given, what about two (or three) intertwining stories? Instead of following the note, you could instead notice the mark on the paper and go to the nearest paper shop and look for that mark. Eventually the story would end on the same note with the two sides combining.

Note 1 - These quests could be tailored to each faction. These quests should be made by the faction staff (faction leader and then the mods) and have 2 months of its story completed before its release. The faction staff can all take part in the Quest Story MOCs where others complete the next step. This will really get faction staff involved (probably a Mythron staff group, Rainos staff group, etc.). If a faction's staff aren't active or want to make quests, that is their own fault. It is up to each faction to make quests.

2. The expanding parts of the story can be either built or just released via comments in the faction groups.

3. Quests could incorporate members of other factions and/or guilds if leaders from the other factions/guilds are present in the planning staff groups (like the Mythron staff group)

4. I think that Quests should span 6 months (I know, big). This will force a big-picture and in-depth stories from the faction groups. That will in turn force us to look more long-term like we have been with Rainosian civil war, Nerogue expansion, Enalica valuables, and the end of good vs. evil mentality. These quests can be tailored to fit well with what is happening in the future via faction leaders who are in the faction staff groups. Along with that, I think that 4 builds to complete a Quest is still reasonable, but instead of 2 points per build it is 3 and you get 6 bonus points at the end. (though maybe more, I don't know)



On the note of time, I honestly think that our UCs and RCs could expand to two months per thing.
Advantages:
1. More non-RC and UC builds. Most people build for these because they don't have time for anything else. We are talking more free builds, more MBCs, room for Market builds, and if your faction/guild has one going on now, then Quest builds.
2. More quality builds. More time = better quality builds.
3. More entries for the UCs and RCs.
4. Less stress here in the staff group because we don't have to have an awesome new challenge every single month.
5. Better focus on story and other things that will be happening in the next 6 months.

With the 2-month RC/UC coupled with more entries, maybe we could split the competition between upper and lower bracket? Then there could be two winners instead of the same people winning them all of the time.
Permalink
| June 16, 2014, 1:10 pm
 Group admin 
Quoting David FNJ
Rogue challenges are WAY too short and thus promote rushed builds. Sure, we could extend them, but eh, MBCs and maybe Market Builds would be more exciting to me because they also give the 4 points and you aren't rushed.

I'm fine with that.


Quoting David FNJ
1. Instead of one straight storyline like in the example given, what about two (or three) intertwining stories? Instead of following the note, you could instead notice the mark on the paper and go to the nearest paper shop and look for that mark. Eventually the story would end on the same note with the two sides combining.

This is something really really hard to do. I have a lot of experience with these type of things. Adding choice A) or choice B) complicates things SO much more than people realize. For one, those choices will eventually branch off, then those branches will branch. It would be impossible for me to moderate a quest and make sure it is going the way it needs to in order to end at the same place.

Quoting David FNJ These quests could be tailored to each faction. These quests should be made by the faction staff (faction leader and then the mods) and have 2 months of its story completed before its release. The faction staff can all take part in the Quest Story MOCs where others complete the next step. This will really get faction staff involved (probably a Mythron staff group, Rainos staff group, etc.). If a faction's staff aren't active or want to make quests, that is their own fault. It is up to each faction to make quests.

I was hoping to avoid this for a few reasons, though I'm still open to it.

1. I wanted players (non-staff) to eventually be able to host these.

2. I want everyone to be able to participate, because there wont be enough people otherwise.

Creating a quest will take considerable time. I've already planned out the first one. It's simple, and only requires 4 builds, but I too will have to build them. I don't want to put that much work in if MAYBE 2 Enalicans actually participate in the quest. If we leave it open to everyone, that will be eliminated.

3. I wanted to expand this eventually so that people can go on quests in groups. I wanted people to be able to work together with people from other factions for once. That doesn't happen enough in this game.

Quoting David FNJ
The expanding parts of the story can be either built or just released via comments in the faction groups.


I'm not entirely sure what you mean.

Quoting David FNJ
Quests could incorporate members of other factions and/or guilds if leaders from the other factions/guilds are present in the planning staff groups (like the Mythron staff group)

I agree. I wanted to be able to put people in the quests as "NPC's" so to speak. People to direct them, or people to fight. For example, I'm hoping to put a staff member or someone like them to be the person that has actually posted the note in the town square.

Quoting David FNJ
4.

6 months IS a long time. Think about it, in the time Enalica has been re-organized (the first time), only 1.5 quests would have been completed. I agree, though, 3 and 6 is good, and 2 builds a month is not realistic.
How about 4 months, 4 builds?

The biggest problems with longer quests are

1. It will hard for people to explain when they take place in their timeline. People would probably figure it out though.

2. It is hard to predict what LOM will be like in 6 months.
Permalink
| June 16, 2014, 2:12 pm
 Group admin 
Quoting Caleb R.
Quoting David FNJ
1. Instead of one straight storyline like in the example given, what about two (or three) intertwining stories? Instead of following the note, you could instead notice the mark on the paper and go to the nearest paper shop and look for that mark. Eventually the story would end on the same note with the two sides combining.

This is something really really hard to do. I have a lot of experience with these type of things. Adding choice A) or choice B) complicates things SO much more than people realize. For one, those choices will eventually branch off, then those branches will branch. It would be impossible for me to moderate a quest and make sure it is going the way it needs to in order to end at the same place.
If you have the branches all planned out beforehand though it could work. It would take a lot from the faction staff, but it could work I think. We could experiment.
Quoting Caleb R.
Quoting David FNJ These quests could be tailored to each faction. These quests should be made by the faction staff (faction leader and then the mods) and have 2 months of its story completed before its release. The faction staff can all take part in the Quest Story MOCs where others complete the next step. This will really get faction staff involved (probably a Mythron staff group, Rainos staff group, etc.). If a faction's staff aren't active or want to make quests, that is their own fault. It is up to each faction to make quests.

I was hoping to avoid this for a few reasons, though I'm still open to it.

1. I wanted players (non-staff) to eventually be able to host these.

2. I want everyone to be able to participate, because there wont be enough people otherwise.
1. Quests made by members could be considerably different from the main story. Made from faction staff (which has one of us here) would be able to make the story flow well with what will be happening. If it is between members I'd think that it would basically just be crossovers. Tailoring some quests to certain guilds could be more along the lines of people making their own quests (with approval I'd think). That would also give guild leaders some position of power in the ability to form official Quests that would otherwise be crossovers.

2. Quests with specific instructions like that are practically impossible to work with if all factions are involved. Since quests of how I was thinking are faction-based, a maximum of 5 quests could potentially all take place at the same time - offering a more in-depth story because each of those parts tie in with the larger story that happens with the UC/RCs. btw what did you think of the 2-month UC/RC challenges that I mentioned?


Quoting Caleb R.
Creating a quest will take considerable time. I've already planned out the first one. It's simple, and only requires 4 builds, but I too will have to build them. I don't want to put that much work in if MAYBE 2 Enalicans actually participate in the quest. If we leave it open to everyone, that will be eliminated.
Which is why teamwork from the faction staff (which in Nerogue would be me, Stephen, Andrew JN, and David) is essential. Yes, it takes a lot of time, but involving the faction staff could be a very good thing. My only problem with it involving everyone is what I wrote above this.
If we first, though came up with a few quest ideas here, then 5 quests could all be developed at the same time, and then released at the same time which would involve lots of people taking different quests which were brought out by a main idea that we came up with here.
Quoting Caleb R.
3. I wanted to expand this eventually so that people can go on quests in groups. I wanted people to be able to work together with people from other factions for once. That doesn't happen enough in this game.
People are already not doing a lot of crossovers, so I doubt giving them the option to create their own quests would be much of an incentive. But if we incorporate the guilds into this as well as the faction staff, I could see a lot of things happening with these quests.

Possibilities for quests:
1. Faction-only quests
2. Multi-faction quests (2 or 3 at most)
3. Faction guilds quests (only guilds started in a certain faction)
4. Muilti-guild quests (2-4 guilds have a quest)

For the guild quests, at least one faction leader should be present in the planning group.

Quoting Caleb R.
Quoting David FNJ
The expanding parts of the story can be either built or just released via comments in the faction groups.


I'm not entirely sure what you mean.
Instead of having to post a build to reveal the next set of instructions, those instructions could instead be posted in the faction group.


Quoting Caleb R.
Quoting David FNJ
Quests could incorporate members of other factions and/or guilds if leaders from the other factions/guilds are present in the planning staff groups (like the Mythron staff group)

I agree. I wanted to be able to put people in the quests as "NPC's" so to speak. People to direct them, or people to fight. For example, I'm hoping to put a staff member or someone like them to be the person that has actually posted the note in the town square.
Sounds cool. So, let's say that in your MOC a person sitting in the corner is a person who has to be used throughout the other people's MOCs?

Quoting Caleb R.
6 months IS a long time. Think about it, in the time Enalica has been re-organized (the first time), only 1.5 quests would have been completed. I agree, though, 3 and 6 is good, and 2 builds a month is not realistic.
How about 4 months, 4 builds?

The biggest problems with longer quests are

1. It will hard for people to explain when they take place in their timeline. People would probably figure it out though.

2. It is hard to predict what LOM will be like in 6 months.
Maybe 5 quests could have been completed assuming each faction did one quest per year. (multiple quests can be happening at the same time if it is faction based)

4 months, 4 builds or even 4 months, 3 builds could work. Experiment?

1. I like flashbacks XD
2. So we could try 4 months an see how it goes? We could say that 2 months of the quest has to be completely finished before posting, and then from there new info from the staff group should be enough to inspire the remaining 2 months of the story.

Permalink
| June 16, 2014, 4:14 pm
I'm going to make up a sample quest right now so we have a model to work from. Please feel free to critique my process.

1. As quest designer, I start with the mission... Okay, it's going to be finding the lost heir to a clandom in Rainos.
2. I make up the stages of the journey, one per month.
I. Questers gather in Grorm and the mission is explained to them by an NPC from the leaderless clandom.
II. The questers arrive in Falmor, the last known residence of the missing person. They and any interested volunteers in the area visit the person's house and acquaintances, looking for leads.
III. The questers split up and interrogate bandits between Falmor and Reedus, which was the heir's never-arrived-at destination.
IV. Having discovered that the heir is in hiding from a group of Mythronian petty nobles and their outlaw mercenaries, the questers fight the enemies and find the heir.
3. I post the first quarter. The team is recruited and given a description of their employer as well as what the employer will tell them: they need to go to Falmor next.
4. I post the second quarter, telling them what they will find out and giving individual tasks if necessary. Players near Falmor can volunteer but do not get quest credit.
5. A UC sends everyone to Enalica. The quest is suspended.
6. I post the third quarter as well as the evidence to uncover. Again, nearby players can jump in.
7. I post the final quarter and a description of the heir. The players complete their final task, saving the heir from the villains and delivering the news about the clandom.
8. Players who stuck with the entire quest get 5 points.

Permalink
| June 16, 2014, 6:32 pm
Again UCs can conflict. I suppose it could be said that the quest took a month and the tasks are all flashbacks, but I don't like flashbacks. The other option is to rewrite each task to be compatible with the current challenge - for example, where I had that break to let everyone go to Enalica, maybe the targets for the next task could be going to Enalica, too. That's probably the best way to get it to work, really.
Anyway, I don't think you need an entire team to run a quest. One or two quest masters would be fine, and this could definitely be something anyone can start. To get the bonus at the end, though, we could say that each stage of the quest has to have an average of four participants.
Permalink
| June 16, 2014, 6:40 pm
 Group admin 
Quoting Gilbert Despathens
Again UCs can conflict. I suppose it could be said that the quest took a month and the tasks are all flashbacks, but I don't like flashbacks. The other option is to rewrite each task to be compatible with the current challenge - for example, where I had that break to let everyone go to Enalica, maybe the targets for the next task could be going to Enalica, too. That's probably the best way to get it to work, really.
I think that would be the goal of all Quests - to fit well with the UCs and RCs

Permalink
| June 16, 2014, 7:09 pm
 Group admin 
I don't feel like quoting everything, but I'll hit on the key issues.


We'll start with a 4 month long quest with 4 builds. If that works, we'll keep doing it. If not, we'll change it up.


The thing about planning all branches out, despite the fact that we're giving them options, 2 options is still very limiting.

Perhaps we could do something like this:


EXAMPLE FORMAT IDEA #2


1- A sign is posted in the town square of ____ (it shouldn't really matter too much).
2- The sign directs people to meet in an inn. Players build the inn and show their character entering.
3- The host builds an inn as well (what it looks like has no difference). The host shows an NPC explaining the objective to the quest and the first step in completing it as well as the "best options" in approaching the issue.
4- Players can build any of the options, and they can also try something else. If the host thinks that their "other option" is an effective idea, he can give them their results and tell them the next step. Same goes for the main "best options". This way, people can take other actions and still end in the same place.
5- Players will build the next step.



This gives players lots of freedom without us actually having to plan for LOADS of choices. I think this works much better because

A) People can branch off of the main "suggested approaches", but with the risk of not succeeding.

B) When I created my video game a while back, some people complained that it didn't matter what they chose, eventually they all had to end at the same place, despite the two main paths to getting there. This would totally eliminate this, as well as the need for extensive planning.

C) Promotes creativity

D) It makes more personal interactions between the hosts and the players.



Does this format make sense?



As for them relating each time to the UC or RC, I think it would be best if it was not. For one, I really want people to be able to host their own (approved, of course) quests. I'm very open to certain faction only and guild quests, though.

Also, I think something that LOM needs is some side-action. Think about it, all we do is plan stuff big-picture and everything has to be related to the whole story-line. this would be a great way for people to branch off from that. Honestly, I know I want to sometimes.

It also will let people have a hand in writing some of the plot, even if it is side stuff.
Permalink
| June 16, 2014, 10:48 pm
 Group admin 
Quoting Caleb R.

"This [idea], I like it." I'm really liking the other options thing. IMO, it would make the quest seem more diverse.
Permalink
| June 16, 2014, 10:55 pm
 Group admin 
Quoting Stephen Boe
"This [idea], I like it." I'm really liking the other options thing. IMO, it would make the quest seem more diverse.

Thanks for the input! It definitely opens it up more. Oh, can you edit your comment and take away the words from my comment so that it doesn't take up too much space? :P
Permalink
| June 16, 2014, 11:13 pm
 Group admin 
Quoting Caleb R.
Thanks for the input! It definitely opens it up more. Oh, can you edit your comment and take away the words from my comment so that it doesn't take up too much space? :P

Done.
Permalink
| June 16, 2014, 11:35 pm
 Group admin 
Quoting Stephen Boe
Done.

Thanks! :)
Permalink
| June 17, 2014, 12:00 am
 Group admin 
Who would issue these quests?
Permalink
| June 17, 2014, 6:32 am
 Group admin 
The one problem I have with Quests is that anyone essentially can start one. I already see how that goes - the same with crossovers. Hardly anyone does those. So, we would really need to have it set up by admins to make it work. Many people need a push to get started, just giving them an option to come up with a quest that requires four builds is just going to make it harder than your casual crossover.
Permalink
| June 17, 2014, 10:21 am
 Group admin 
Quoting David FNJ
The one problem I have with Quests is that anyone essentially can start one. I already see how that goes - the same with crossovers. Hardly anyone does those. So, we would really need to have it set up by admins to make it work. Many people need a push to get started, just giving them an option to come up with a quest that requires four builds is just going to make it harder than your casual crossover.

Okay, I think that you are probably right.


How about we don't open it to members officially, and have the admins run it. After 2 or 3 quests are successful, we open it to mods, and later, if someone ASKS, and they're a trusted member, we might let them. If no one asks, the mods and admins keep them going.
Permalink
| June 17, 2014, 11:50 am
 Group admin 
Quoting Caleb R.
How about we don't open it to members officially, and have the admins run it. After 2 or 3 quests are successful, we open it to mods, and later, if someone ASKS, and they're a trusted member, we might let them. If no one asks, the mods and admins keep them going.

Sounds like a good plan to me.

(maybe the initiators of those could get a bonus if their quest goes well)
Permalink
| June 17, 2014, 12:00 pm
 Group admin 
Quoting Caleb R.
EXAMPLE FORMAT IDEA #2

This gives players lots of freedom without us actually having to plan for LOADS of choices. I think this works much better because

Does this format make sense?
Yes, it looks great!

Quoting Caleb R.
As for them relating each time to the UC or RC, I think it would be best if it was not. For one, I really want people to be able to host their own (approved, of course) quests. I'm very open to certain faction only and guild quests, though.
As long as it doesn't detract from the overall story it should be fine (like a mystery of the town leader who was assassinated or something, using people's characters they have been using and putting them into something more "official" that involves more than one person). I agree, it doesn't have to relate to the overall story, it just needs to be realistic concerning the overall events (which I doubt the quests would deviate from anyway).
Quoting Caleb R.
Also, I think something that LOM needs is some side-action. Think about it, all we do is plan stuff big-picture and everything has to be related to the whole story-line. this would be a great way for people to branch off from that. Honestly, I know I want to sometimes.

It also will let people have a hand in writing some of the plot, even if it is side stuff.
Yeah, I like it.

Permalink
| June 17, 2014, 12:06 pm
 Group admin 
I also think a separate group should be made for quests. 100% apart of LoM, but something similar to a faction group. It would just be for organizational purposes.

I don't want to spam the main group with a topic every quarter of a quest. We could announce the beginning of each quest in the main group, then direct them to the sub-group where they can ask questions, sign up, and look at previous quests.
Permalink
| June 17, 2014, 12:08 pm
 Group admin 
Quoting Caleb R.
I also think a separate group should be made for quests. 100% apart of LoM, but something similar to a faction group. It would just be for organizational purposes.

I don't want to spam the main group with a topic every quarter of a quest. We could announce the beginning of each quest in the main group, then direct them to the sub-group where they can ask questions, sign up, and look at previous quests.

I agree.
Permalink
| June 17, 2014, 12:16 pm
 Group admin 
Quoting Caleb R.
I also think a separate group should be made for quests. 100% apart of LoM, but something similar to a faction group. It would just be for organizational purposes.

I don't want to spam the main group with a topic every quarter of a quest. We could announce the beginning of each quest in the main group, then direct them to the sub-group where they can ask questions, sign up, and look at previous quests.

Yes, great idea.
Permalink
| June 17, 2014, 12:19 pm
 Group admin 
I edited the top comment to sum things up.
Permalink
| June 17, 2014, 12:29 pm
 Group admin 
Quoting Caleb R.
I edited the top comment to sum things up.

I'll most likely be able to participate.
Permalink
| June 17, 2014, 12:31 pm
 Group admin 
ANSWER- I might be able to join in the quest, but right now I am working on my personal character storyline. I am doubtful that I would be able to join. If you do need help, I am available.
Permalink
| June 17, 2014, 12:33 pm
 Group admin 
Quoting Stephen Boe
I'll most likely be able to participate.

Alright, sweet!
Permalink
| June 17, 2014, 12:34 pm
 Group admin 
Quoting Caleb
QUESTION-
I need to know which of the staff members will be able to participate (build for) the first quest, and who can't. If you can't but still have some time, I'd love to have your help planning quest #1. If you CAN participate in the quest, I would really appreciate the support, as we need as many recognized builders as possible to start this thing off well :)

For me it depends on when we want to release the first quest. I can't do it this month for sure, but if I know ahead of time what build out of 4 I'd be doing I can better plan and build it. I won't be able to do the first one unless it is sometime next month, but even there it would need to be at the end of the month.

I'll definitely be able to help in planning the story though.



Question 1: Does it have to be your character? Or could it be a side character going to Medis?

Question 2: For quests, are they:
- faction-specific
- guild-specific
- two-three faction-specific
- open to all

Or will quests be a mix of those depending on feedback, whims of us, and eventual releases from non-staff? The advantage of faction-specific is that it allows for multiple quests to be going on at once and maybe a little more relevant to people's characters.
Permalink
| June 17, 2014, 12:37 pm
 Group admin 
Quoting David FNJ

It will be this month, so you'll probably need to help plan.

Answer 1- Mine will be a side character, so it doesn't need to be your main character. It can be, of course.

Answer 2- Quest #1 will be for everyone. I am going to say that it is up to the host. If you want to host one that is Nerogue only, that's fine. If Brick wants to host a Mythronian quest, sure thing.

Guild specific will have to wait until we get guilds all sorted out.

As for multiple quests at once, that's already an option. If a potential host thinks that there are enough people that want to start a quest while another is going, they can start another!



Permalink
| June 17, 2014, 12:47 pm
 Group admin 
Quoting Asad .
ANSWER- I might be able to join in the quest, but right now I am working on my personal character storyline. I am doubtful that I would be able to join. If you do need help, I am available.

It can be presented as a flash back, or you can send a side character.
Permalink
| June 17, 2014, 12:47 pm
 Group admin 
Quoting Caleb R.
It will be this month, so you'll probably need to help plan.
Okay, but aren't there multiple host builds per quest? If you need something in the future built I might be able to help with that.
Quoting Caleb R.
Answers 1-2
Thanks!
Quoting Caleb R.
Guild specific will have to wait until we get guilds all sorted out.
Okay, we'll put guilds in the Quest aspect on hold for a bit.
Quoting Caleb R.
As for multiple quests at once, that's already an option. If a potential host thinks that there are enough people that want to start a quest while another is going, they can start another!
Okay cool!

Permalink
| June 17, 2014, 12:53 pm
 Group admin 
Quoting David FNJ Okay, but aren't there multiple host builds per quest? If you need something in the future built I might be able to help with that.

Yeah, I was thinking that the host would build them all. We can do it either way, now that I think of it, though. Let me create a quest planning group in a second.
Permalink
| June 17, 2014, 12:59 pm
 Group admin 
Alright, I still need everyone else to answer so I can invite those who won't be participating to the planning group
Permalink
| June 17, 2014, 1:42 pm
 Group admin 
Any thing that should be changed?

http://images.mocpages.com/user_images/61417/1403034655m_SPLASH.jpg
Permalink
| June 17, 2014, 4:05 pm
 Group admin 
Looks all good here.
Permalink
| June 17, 2014, 5:28 pm
My time grows short, so I'll sit this one out.
Permalink
| June 17, 2014, 10:58 pm
 Group admin 
Quoting Gilbert Despathens
My time grows short, so I'll sit this one out.

Alright, thanks for letting me know! Will you have time to plan, or no?
Permalink
| June 17, 2014, 11:48 pm
Quoting Caleb R.
Any thing that should be changed?

http://images.mocpages.com/user_images/61417/1403034655m_SPLASH.jpg

You might want to get more light on the blue building, but it looks good.
Permalink
| June 18, 2014, 12:02 am
 Group admin 
Quoting Gilbert Despathens

Thanks! Yeah, that was just so you guys could see the build.
Permalink
| June 18, 2014, 12:18 am
Quoting Caleb R.
Alright, thanks for letting me know! Will you have time to plan, or no?

I'll let you guys go ahead, but thanks for the offer.
Permalink
| June 18, 2014, 11:36 am
 Group admin 
Quoting Gilbert Despathens
I'll let you guys go ahead, but thanks for the offer.

Alright
Permalink
| June 18, 2014, 11:38 am
 Group admin 
Quoting Caleb R.

Well, I was actually going to do something like this in my own story- coordinate a giant crossover, probably in mid-August to September. I'm probably going to sit out the first quest.

That being said, how much building is required to participate? Is it one build for each major development?
Permalink
| June 21, 2014, 2:05 pm
 Group admin 
Quoting Caleb R.
Any thing that should be changed?

http://images.mocpages.com/user_images/61417/1403034655m_SPLASH.jpg

All right, it's the weekend again! I can be active now. :P

The build looks much better!
Permalink
| June 21, 2014, 3:09 pm
 Group admin 
Quoting Thomas of Tortuga
Well, I was actually going to do something like this in my own story- coordinate a giant crossover, probably in mid-August to September. I'm probably going to sit out the first quest.

That being said, how much building is required to participate? Is it one build for each major development?

Yeah. 4 builds over the course of 4 months.
Permalink
| June 21, 2014, 3:43 pm
 Group admin 
Quoting Caleb R.
Yeah. 4 builds over the course of 4 months.

Would these have to be specifically "quest" builds, or are you going to allow people to use a UC entry for the quest?
Permalink
| June 21, 2014, 7:31 pm
 Group admin 
Quoting Thomas of Tortuga
Would these have to be specifically "quest" builds, or are you going to allow people to use a UC entry for the quest?

Excellent question. Quest builds are pretty specific, so honestly, it will have to be the other way around. An example quest build would be (if simplified)

"Your character has spotted a stray wagon pulling out of town, do you

A)Follow it?
B)Attack it?
C)*PLAYER'S OWN OPTION"

I don't really see how that could work.
Permalink
| June 21, 2014, 7:38 pm
 Group admin 
Quoting Caleb R.
Excellent question. Quest builds are pretty specific, so honestly, it will have to be the other way around. An example quest build would be (if simplified)

"Your character has spotted a stray wagon pulling out of town, do you

A)Follow it?
B)Attack it?
C)*PLAYER'S OWN OPTION"

I don't really see how that could work.

Four builds that are that specific, times 5 players, are going to make the whole story? Hmm... I hope there's going to be a lot more text-based choices for the players than brick-based ones.
Permalink
| June 21, 2014, 8:02 pm
 Group admin 
Quoting Thomas of Tortuga
Four builds that are that specific, times 5 players, are going to make the whole story? Hmm... I hope there's going to be a lot more text-based choices for the players than brick-based ones.

Have you read the homepage for the "Q" group? That's the best way I can think to explain it. The text based ones are still an option that may be pulled in if this doesn't work out first time around.

Do you want to join the planning group since you are sitting Quest #1 out? A layout of Quest #1 is available there.
Permalink
| June 21, 2014, 9:06 pm
Quoting Caleb R.
Excellent question. Quest builds are pretty specific, so honestly, it will have to be the other way around. An example quest build would be (if simplified)

"Your character has spotted a stray wagon pulling out of town, do you

A)Follow it?
B)Attack it?
C)*PLAYER'S OWN OPTION"

I don't really see how that could work.

I'd go with less-specific options in some cases. For example, the first build is about meeting up in an inn, right? I might not want to make the inside of the same inn as everyone else, but maybe show my character riding toward town for the meeting, doing something outside the inn or thinking about what happened at the meeting in his own room. In the example you proposed, maybe it could work like this:

Your group has questioned a merchant suspected of working with the smugglers. He denied all knowledge of the criminals, but you think his actions were suspicious. After some discussion, your group has parted ways to investigate on their own. These are your options:
A) Go by the merchant's warehouse by the docks. Find some people moving crates into the building and choose your course of action.
B) Wait until dark, then go find the merchant's house. He is spending a night at home - do you go in for some extended questioning, break in to search for clues or watch the house for suspicious activity?
C) After talking to a watchman about smugglers near the city gate, you see a nearby cart leave the line and go the other way at speed. How do you respond?
D) Come up with another scenario that involves investigating the smugglers.
Permalink
| June 22, 2014, 1:59 am
 Group admin 
Here's a brilliant idea. Forget about hosting the quests yourselves. Make it a power of the guilds. As it is guilds do nothing. If the guild master could create quests for their members it would bring the guilds into the game in a large and fun way. People would want to join in order to get in on the quests! The quests would go in without the need of admin supervision, and unite guild members into an actually clubs of sorts.
Permalink
| June 22, 2014, 6:21 am
 Group admin 
Quoting The Object of Legend
Here's a brilliant idea. Forget about hosting the quests yourselves. Make it a power of the guilds. As it is guilds do nothing. If the guild master could create quests for their members it would bring the guilds into the game in a large and fun way. People would want to join in order to get in on the quests! The quests would go in without the need of admin supervision, and unite guild members into an actually clubs of sorts.

I like that idea, but what if the guild masters don't want to host quests?
Permalink
| June 22, 2014, 6:25 am
 Group admin 
Quoting Asad .
I like that idea, but what if the guild masters don't want to host quests?

The guild members will pressure them, or even switch to a more active guild. Once they loss some people, I think they'll catch on.
Permalink
| June 22, 2014, 9:58 am
 Group admin 
OoL, your idea has already been proposed. We decided against it until the first few quests are finished smoothly, then we may open it up to them.
Permalink
| June 22, 2014, 10:18 am
 Group admin 
Quoting Caleb R.
OoL, your idea has already been proposed. We decided against it until the first few quests are finished smoothly, then we may open it up to them.

That's too bad. By the way there's a new Enalican in the main group if you want to welcome him.
Permalink
| June 22, 2014, 10:23 am
 Group admin 
Quoting The Object of Legend
That's too bad. By the way there's a new Enalican in the main group if you want to welcome him.

Thanks for the heads up. I really need to get more active in the main group
Permalink
| June 22, 2014, 10:39 am
 Group admin 
Quoting Caleb R.
Thanks for the heads up. I really need to get more active in the main group

I can't blame you. I'm usually not very active, especially in the staff group. There just gets to be way too much to keep track of. That's what we elected moderators for though, so we wouldn't have to worry about everything.
Permalink
| June 22, 2014, 10:46 am
 Group admin 
Quoting Gilbert Despathens

I can make it less specific for the first build. I can let people choose between traveling to the inn, meeting in the inn, or setting off from their home/lair to go there.

As for the rest, it's not as easy. I already planned out Quest #1 in the Quest planning. If you'd like to see whether it can be easily changed, I just invited you to the group. It's possible it can be changed. Sometimes a fresh perspective can make really a difference.
Permalink
| June 22, 2014, 10:48 am
 Group admin 
Quoting The Object of Legend
I can't blame you. I'm usually not very active, especially in the staff group. There just gets to be way too much to keep track of. That's what we elected moderators for though, so we wouldn't have to worry about everything.

I'm WAY more active in the staff than in the main group. The main group, I usually just don't see the point. I see the reasons, but for me, other things take priority.
Permalink
| June 22, 2014, 10:49 am
 Group admin 
Quoting The Object of Legend
Here's a brilliant idea. Forget about hosting the quests yourselves. Make it a power of the guilds. As it is guilds do nothing. If the guild master could create quests for their members it would bring the guilds into the game in a large and fun way. People would want to join in order to get in on the quests! The quests would go in without the need of admin supervision, and unite guild members into an actually clubs of sorts.

What you've presented here sounds good! Though as Caleb states already, we will initiate and guide the first few quests. After that we can open it up to others. More specifically, I'd like for, as you said, guild leaders to make them. Their pressure from guild members will especially be good. We don't want to initially require it from guild leaders because then we'd get what we have now for crossovers - a bunch at the beginning, but then it died down for the most part.

Guidance and examples of how Quests are done first though will be valuable to those guild leaders.
Permalink
| June 22, 2014, 5:04 pm
 Group admin 
Quoting Caleb R.
I'm WAY more active in the staff than in the main group. The main group, I usually just don't see the point. I see the reasons, but for me, other things take priority.
haha, same here. I check it (as well as this group) just about very day even if I don't comment. Most of te conversations don't really interest me, and usually someone else has answered the question before I did.

Permalink
| June 22, 2014, 5:07 pm
 Group admin 
Quests are now up and running!

http://www.mocpages.com/group.php/24235

Oh and

Quoting David FNJ

I need help to fix the HTML on the creations :P How do I end the div style that's going into the comments. I tried about 4 things, and tried googling it :P
Permalink
| June 23, 2014, 11:35 am
 Group admin 
Quoting Caleb R.
I need help to fix the HTML on the creations :P How do I end the div style that's going into the comments. I tried about 4 things, and tried googling it :P

Add another </div> at the end of your post. If that doesn't work, add another </div>

I tried it out in Inspect Element and it worked.

But you spurred me on to find out some other cool things about what you could do with adding MOCs XD

Maybe even being able to get rid of the side bar thing that gets in the way of large pictures...muahaha! I'm going to try it out :D
Permalink
| June 23, 2014, 7:51 pm
 Group admin 
Quoting David FNJ
Add another </div> at the end of your post. If that doesn't work, add another </div>

I tried it out in Inspect Element and it worked.

But you spurred me on to find out some other cool things about what you could do with adding MOCs XD

Maybe even being able to get rid of the side bar thing that gets in the way of large pictures...muahaha! I'm going to try it out :D

YES! Thanks :D

Tell me if you somehow get that to work! I will be grateful forever :P
Permalink
| June 23, 2014, 8:16 pm
 Group admin 
Quoting Caleb R.
YES! Thanks :D

Tell me if you somehow get that to work! I will be grateful forever :P

No problem :)
With that "problem" you found, I decided to use it to make the comment section look cool!

After a few hours, I got something! Unfortunately I can't get the buddy icon and the number of likes to stay in the same spot (because it is all part of the same element with the groups), but it is now right where people go to add a comment, so it will still be seen by people commenting on the MOC

Check it out here :)
http://mocpages.com/moc.php/389523

Permalink
| June 23, 2014, 11:17 pm
 Group admin 
Quoting David FNJ
No problem :)
With that "problem" you found, I decided to use it to make the comment section look cool!

After a few hours, I got something! Unfortunately I can't get the buddy icon and the number of likes to stay in the same spot (because it is all part of the same element with the groups), but it is now right where people go to add a comment, so it will still be seen by people commenting on the MOC

Check it out here :)
http://mocpages.com/moc.php/389523

Woah! That gets the groups out of the way too!

You're good at this stuff!

Oh, did you like the new texture I made for the paper effect on the Quests HP?
Permalink
| June 23, 2014, 11:48 pm
 Group admin 
Quoting David FNJ

Do you think it would be possible to just spread the elements out? On my computer, there's lots of unused space on either side of the pictures and groups.

I don't really know to much about HTML, so I probably sound pretty pathet1c, but I thought I might suggest it, in case you hadn't thought of it :P
Permalink
| June 23, 2014, 11:53 pm
 Group admin 
Quoting Caleb R.

Oh, did you like the new texture I made for the paper effect on the Quests HP?

Yes I did! :D
Permalink
| June 24, 2014, 10:38 am
 Group admin 
Quoting Caleb R.
Do you think it would be possible to just spread the elements out? On my computer, there's lots of unused space on either side of the pictures and groups.

I know what you mean by the main content, but that is because I didn't feel like making the pictures larger. I just made the story section as a smaller div. But I'm not quite sure what you mean by the unused space on the side of the groups...is it blank on the right side? If so, that is because that is where MOCpages puts the advertisements. If you have ad-block plus, it would appear to be blank.
Permalink
| June 24, 2014, 10:39 am
 Group admin 
Quoting Caleb R.
Alright, quests are almost ready! I am editing this comment so that people don't need to scroll.


Here is the format of the quests. I am using the current quest idea as the example.



1- A sign is posted in the town square of a small town just outside of Meids.
2- The sign directs people to meet at the ___ Inn. Players build the inn and show their character entering it.
3- The host builds an inn as well (what it looks like has no difference). The host shows an NPC explaining the objective to the quest and the first step in completing it as well as the "best options" in approaching the issue.
4- Players can build any of the options, and they can also try something else. If the host thinks that their "other option" is an effective idea, he can give them their results and tell them the next step. Same goes for the main "best options". This way, people can take other actions and still end in the same place.
5- Players will build the next step.



These quests will be side-plot stuff. Quests that specifically DON'T effect the main plot. Sometimes people need a break from the main plot.


For the first 2 or so quests, only admins can host them. After that, the mods will be permitted as well. After about a year, we'll allow a few respected members run them if they choose.

A separate group will soon be opened for quests as well as quests planning.


QUESTION-
I need to know which of the staff members will be able to participate (build for) the first quest, and who can't. If you can't but still have some time, I'd love to have your help planning quest #1. If you CAN participate in the quest, I would really appreciate the support, as we need as many recognized builders as possible to start this thing off well :)

Planning-

Caleb

David

Hopefully Participating-

Stephen

I can hopefully build for the quest!
Permalink
| July 4, 2014, 5:04 pm
 Group admin 
Quoting David FNJ
No problem :)
With that "problem" you found, I decided to use it to make the comment section look cool!

After a few hours, I got something! Unfortunately I can't get the buddy icon and the number of likes to stay in the same spot (because it is all part of the same element with the groups), but it is now right where people go to add a comment, so it will still be seen by people commenting on the MOC

Check it out here :)
http://mocpages.com/moc.php/389523

What black magic is this? You moved the group list?
Permalink
| July 5, 2014, 2:01 pm
 Group admin 

I think quests would hold more interestif they were only three builds, and spaced closer together. The idea for these are the story, not the build quality, correct? So, I was thinking maybe a 3 week time slot for each build? The main thing needed to keep a quest going is interest from the general people. We need to make the quests intriguing.

Permalink
| October 5, 2014, 8:09 am
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