im working out the details of how to make the most sense from a open world free roaming game yet so the 3 4 5 rule just shows how the game has three quests
which are actually 3 minor quests in each major quest so that its actually 9 quests (to confusion to explain why its done this way atm) but players can gain 1 level for each minor quest then its possible to figure out the hidden meaning of it all for them to gain another hidden quest that lets them get to level 12 (that's for the second number in the rule) then there is 15 lands at the start of game before any expansions so they can begin in any of the lands that people start out in.
so the idea of the game is that there is three ages of a game and they each last 50 years and there is the forces of good evil and neutral in each age and depending on who does the most quests and gets their side to be favored by the mountain master their city gets to make it 50 more years without aging (obviously its more complicated than just who does more quests need to maybe get a magic item or something) but also obviously some people cant live more than 150 years so by getting the mountain masters help people can extend their lifetimes and their city can maybe win the game.
but now its in the final season before I goes to play world of Warcraft so its going to incorporate all the stuff from previous games so like mercenaries and the like tactical mode and ability to do quests using that to spawn monsters in different areas for new quests other than in the normal areas of the world.
so for a open world free roaming game to have a story that more than one person can play we use 3 quests one is find the supplies one is save the master one is raid the enemy city
now two different players can do the same quest in the same city but not with the same npc like heres a example
In Arcaia it was easy enough to find something strange to catch Arkamil’s attention there was a stone which looked like a face with smoke coming out of its eyes. other than the center of town it was normal when dwarves and werewolves ran the town. Obvious exits are, (North and out)
Arkamil Arzemon The rogueknight
In Arcaia it was easy enough to find something strange to catch mysel’s attention there was a stone which looked like a face with smoke coming out of its eyes. other than the center of town it was normal when dwarves and werewolves ran the town.
Mysel
(arkamil finds the supplies in the wilderlands to help avenger) He must have a hard time getting his thoughts across or he just likes being rude well someone else didnt like his ways of bragging and boasting about his fighting prowess and told him to be quiet. so i went back to tell avenger i completed my deed and no sooner than he took the supplies he left to go deal with the disturbances outside town.
(myself finds the supplies to help dwarfas in the same area but there cursed supplies) mysel asked if you have what he was looking for he says i have what you was looking for good i replied. then i gave the foodstuff to dwarfas
then they both head out to the next town but from there.
(arkamil helps the elves make it to the heartlands) then after fighting the pervert soldier you hear hurry along lidual we got to move before more pervert soldiers show up i hate those guys we need to get to the heartland behind the safety of jite rhealms wizardry and out of gratputkis reach. arkamil decides to help them
(myself helps the guild master make it to arg city) dwarfas tells mysel travel the river meet with taiyail in astowal village and start a party to face the monsters that plague our lives. if not no then suit yourself welcome to the club.after that mysel go outside of town to do what the dwarf says but then meet the lady from the guild she offers mysel to go with her on a boat and that does the times fury story and then he winds up in duel city. (see the story talks about how myself rescues a lady from the cursed ruins and she turns out to be a demon who cursed the supplies that he gave to dwarfas)
so arkamil delivers the elves to the heartlands in a city called merchant city and then they go to raid the enemy of the elves in the stomping grounds they find the supplies for dwarfas that were not cursed. as well as he completes the third quest raid the enemy city that was in the stomping grounds called twilight city
there is to be said gratputkis says from this room after defeating gratputkis he says ARRGGGGHHHHH nNo one will Be Forgiven if i Die!!! then you said i will never forgive you! then he says : then i will never be truely dead because forgiveness is a swamp with many souls to turn into monsters and i will look forward to those who look before they leap.you gain 1000 gold and the supplies needed in arcaia
but myself goes on to the swamp of forgiveness to help free dwarfas from the curse and
a dwarf shouting <elfchoker> shouts I didn’t believe it could come to this gratputkis lair today. to some bad pastries delight dwarf is quite displeased + opens the door sores and blooded+The knight seemed to have run out of luck but then Locat brushed aside the demons swipe and launched a flurry of attacks – he was well trained in fighting thus he got the better of the demon and the knight was thankful for saving his life
then both people regrouped at duel city and did the raid on arg city to save the world and stop the dragon
tldr: they both had there on 3 quests to get done but after that there was still a dragon to deal with so they just happened to meet up to save the world after they had already saved both their home towns by doing the quests that let their town continue another 50 years without aging but I guess sometimes that's not good enough when theres dragons around so they had to do one more raid ^^
since its the final season I get to look back and remember what is fun about playing bizaroquest and look at the future what im going to do to make this campaign just as fun as the last one. I think it will be pretty tough to top the story of bizarre -o- quest and also to top the tactical mode of bizaroquest but I think if I start there and improve on the tactical mode maybe that will bring out the story of the game what Im thinking is since like I said about its to confusing to explain why the three major quests have 3 minor quests each its because people are allowed to have 2 mercenaries each that way they have three characters and each major quest is actually three so one for each of them and then only one person can find the hidden meaning and thus get their town to survive for the next 50 years without aging. and also it backs up the circular reasoning that if you start with a rule of three it keeps continuing that way as the primary sense of how the world works and thus in tactical mode I want to employ a kind of like battleship the game thing where like in the picture above its like two different area's in one drawing so to play you would have to know what the coordinates of each part of the drawing is and since I do I could say its kk 5 or something like room 5 in the qeynos hills and I could say like the dragon is in spk 4 for everfrost and then its kind of like playing battleship to go from kk 5 to spk 4 and you get three tries to sink the enemy before you have to leave tactical mode and go into the room and do a normal encounter. with whatever the enemy is. I think that might be fun for multiplayer games maybe clever people could think of a way to run another player out of a area if there trying to do a quest there using that system.
any one have any idea's how like the mercs could be used against maybe the mercs of someone else like maybe you send the warrior and it could have a advantage against the enemy wizard but if you send the rogue maybe the wizard has the advantage in whatever the dc of the challenge is type of thing.
p.s I remember what I was thinking was fun about bizaroquest was in the beginning part when dwarfas talks about how the world is not a fairy tale but a battle to paraphrase
its mostly just the same setup I used in bizaroquest but Im using the different map so that there can be a overall quest to go from room4 to room 5 (switching which room are where dragon is from my earlier idea I guess.)
anyway the point is I used the coordinate to do things like send the mercenary to respawn the monsters in another land using the tactical mode to get them to the area then leave the bizaro vale and put them in the normal area's ( like leaving a instance and being put in the real world version of that room) but only if they were successful with the skill check to accomplish it and of course its a three part skill challenge. because I figured out that it can be like used with a dice roll and then multiply the result by whatever part of the 345 rule is being used for that part of the check. but this kind of use of the coordinate system is kind of zoomed out to a bigger world perspective and not as fun as if used in a encounter perspective so I put all the numbers down on the map and I think it will be fun to use during a quest to say if your standing in room room 2 and theres monsters in room 6 that you need to slay to get a quest monster to spawn in room 25 and then pull that monster to you with knights challenge without getting monsters from different instances in 76 and 31 to aggro then it requires a skill challenge and I can build as many of these as I want before the ultimate goal of defeating the dragon in room 5 becomes accessible
so I recently wrote in a thread about people who wanted to talk about their romantic encounters in a game and I wrote about lashar and his failed attempts to save thesi form the café that's being occupied by the dark elves i nlashar the barbarian's homeland in the frozen north and how I have planned some cut scene where they battle and feel some kind of romantic episode in the middle of fighting a bunch of monsters. but the thing is I haven't done that yet even tho I finally passed the check which is just like doing a /random 1000 against the magic of the dragon stormsmoker and whoever gets the higher number wins this time lashar wins but I ahvent made the story yet because its more than just a story and I have been working on plans of how to build the frozen north area that I drew with numbered map for each square that is a room in there and I have changed it to water and am building a way for lashar to get to her via boat and there will be bunch of monsters that maybe some have boats but this game is mountains and monsters and there is also bridges and unfortunately the monsters have blocked off the passage over one such place maybe that is the only way to reach the café now but by using magic I plan to have the help of some faeries to teleport past their blockades but its not just about a big story because there is a system for dealing with bosses and its going to take a lot of faery dust to defeat all the minions and spawn the boss.
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im working out the details of how to make the most sense from a open world free roaming game yet so the 3 4 5 rule just shows how the game has three quests
which are actually 3 minor quests in each major quest so that its actually 9 quests (to confusion to explain why its done this way atm) but players can gain 1 level for each minor quest then its possible to figure out the hidden meaning of it all for them to gain another hidden quest that lets them get to level 12 (that's for the second number in the rule) then there is 15 lands at the start of game before any expansions so they can begin in any of the lands that people start out in.
so the idea of the game is that there is three ages of a game and they each last 50 years and there is the forces of good evil and neutral in each age and depending on who does the most quests and gets their side to be favored by the mountain master their city gets to make it 50 more years without aging (obviously its more complicated than just who does more quests need to maybe get a magic item or something) but also obviously some people cant live more than 150 years so by getting the mountain masters help people can extend their lifetimes and their city can maybe win the game.
but now its in the final season before I goes to play world of Warcraft so its going to incorporate all the stuff from previous games so like mercenaries and the like tactical mode and ability to do quests using that to spawn monsters in different areas for new quests other than in the normal areas of the world.
so for a open world free roaming game to have a story that more than one person can play we use 3 quests one is find the supplies one is save the master one is raid the enemy city
now two different players can do the same quest in the same city but not with the same npc like heres a example
In Arcaia it was easy enough to find something strange to catch Arkamil’s attention there was a stone which looked like a face with smoke coming out of its eyes. other than the center of town it was normal when dwarves and werewolves ran the town. Obvious exits are, (North and out)
Arkamil Arzemon The rogueknight
In Arcaia it was easy enough to find something strange to catch mysel’s attention there was a stone which
looked like a face with smoke coming out of its eyes. other than the center of town it was normal when dwarves and werewolves ran the town.
Mysel
(arkamil finds the supplies in the wilderlands to help avenger) He must have a hard time
getting his thoughts across or he just likes being rude well someone else didnt like his ways of bragging and boasting about his fighting prowess and told him to be quiet.
so i went back to tell avenger i completed my deed and no sooner than he took the supplies he left to go deal with the disturbances outside town.
(myself finds the supplies to help dwarfas in the same area but there cursed supplies) mysel asked if you have what he was looking for he says i have what you was looking for good i replied. then i gave the foodstuff to dwarfas
then they both head out to the next town but from there.
(arkamil helps the elves make it to the heartlands) then after fighting the pervert soldier you hear
hurry along lidual we got to move before more pervert soldiers show up i hate those guys we need to get to the heartland behind the safety of jite rhealms wizardry and out of gratputkis reach.
arkamil decides to help them
(myself helps the guild master make it to arg city) dwarfas tells mysel travel the river meet with taiyail in astowal village and start a party to face the monsters that plague our lives. if not no then suit yourself welcome to the club.after that mysel go outside of town to do what the dwarf says but then meet the lady from the guild she offers mysel to go with her on a boat and that does the times fury story and then he winds up in duel city. (see the story talks about how myself rescues a lady from the cursed ruins and she turns out to be a demon who cursed the supplies that he gave to dwarfas)
so arkamil delivers the elves to the heartlands in a city called merchant city and then they go to raid the enemy of the elves in the stomping grounds they find the supplies for dwarfas that were not cursed. as well as he completes the third quest raid the enemy city that was in the stomping grounds called twilight city
there is to be said gratputkis says from this room
after defeating gratputkis he says ARRGGGGHHHHH nNo one will Be Forgiven if i Die!!!
then you said i will never forgive you!
then he says : then i will never be truely dead because forgiveness is a swamp with many souls to turn into monsters and i will look forward to those who look before they leap.you gain 1000 gold and the supplies needed in arcaia
but myself goes on to the swamp of forgiveness to help free dwarfas from the curse and
a dwarf shouting <elfchoker> shouts I didn’t believe it could come to this gratputkis lair today. to some bad pastries delight dwarf is quite displeased + opens the door sores and blooded+ The knight seemed to have run out of luck but then Locat brushed aside the demons swipe and launched a flurry of attacks – he was well trained in fighting thus he got the better of the demon and the knight was thankful for saving his life
then both people regrouped at duel city and did the raid on arg city to save the world and stop the dragon
tldr: they both had there on 3 quests to get done but after that there was still a dragon to deal with so they just happened to meet up to save the world after they had already saved both their home towns by doing the quests that let their town continue another 50 years without aging but I guess sometimes that's not good enough when theres dragons around so they had to do one more raid ^^
since its the final season I get to look back and remember what is fun about playing bizaroquest and look at the future what im going to do to make this campaign just as fun as the last one. I think it will be pretty tough to top the story of bizarre -o- quest and also to top the tactical mode of bizaroquest but I think if I start there and improve on the tactical mode maybe that will bring out the story of the game what Im thinking is since like I said about its to confusing to explain why the three major quests have 3 minor quests each its because people are allowed to have 2 mercenaries each that way they have three characters and each major quest is actually three so one for each of them and then only one person can find the hidden meaning and thus get their town to survive for the next 50 years without aging. and also it backs up the circular reasoning that if you start with a rule of three it keeps continuing that way as the primary sense of how the world works and thus in tactical mode I want to employ a kind of like battleship the game thing where like in the picture above its like two different area's in one drawing so to play you would have to know what the coordinates of each part of the drawing is and since I do I could say its kk 5 or something like room 5 in the qeynos hills and I could say like the dragon is in spk 4 for everfrost and then its kind of like playing battleship to go from kk 5 to spk 4 and you get three tries to sink the enemy before you have to leave tactical mode and go into the room and do a normal encounter. with whatever the enemy is. I think that might be fun for multiplayer games maybe clever people could think of a way to run another player out of a area if there trying to do a quest there using that system.
any one have any idea's how like the mercs could be used against maybe the mercs of someone else like maybe you send the warrior and it could have a advantage against the enemy wizard but if you send the rogue maybe the wizard has the advantage in whatever the dc of the challenge is type of thing.
p.s I remember what I was thinking was fun about bizaroquest was in the beginning part when dwarfas talks about how the world is not a fairy tale but a battle to paraphrase
so I worked on the tactical mode https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/40258-mountains-and-monsters here
its mostly just the same setup I used in bizaroquest but Im using the different map so that there can be a overall quest to go from room4 to room 5 (switching which room are where dragon is from my earlier idea I guess.)
anyway the point is I used the coordinate to do things like send the mercenary to respawn the monsters in another land using the tactical mode to get them to the area then leave the bizaro vale and put them in the normal area's ( like leaving a instance and being put in the real world version of that room) but only if they were successful with the skill check to accomplish it and of course its a three part skill challenge. because I figured out that it can be like used with a dice roll and then multiply the result by whatever part of the 345 rule is being used for that part of the check. but this kind of use of the coordinate system is kind of zoomed out to a bigger world perspective and not as fun as if used in a encounter perspective so I put all the numbers down on the map and I think it will be fun to use during a quest to say if your standing in room room 2 and theres monsters in room 6 that you need to slay to get a quest monster to spawn in room 25 and then pull that monster to you with knights challenge without getting monsters from different instances in 76 and 31 to aggro then it requires a skill challenge and I can build as many of these as I want before the ultimate goal of defeating the dragon in room 5 becomes accessible
so I recently wrote in a thread about people who wanted to talk about their romantic encounters in a game and I wrote about lashar and his failed attempts to save thesi form the café that's being occupied by the dark elves i nlashar the barbarian's homeland in the frozen north and how I have planned some cut scene where they battle and feel some kind of romantic episode in the middle of fighting a bunch of monsters. but the thing is I haven't done that yet even tho I finally passed the check which is just like doing a /random 1000 against the magic of the dragon stormsmoker and whoever gets the higher number wins this time lashar wins but I ahvent made the story yet because its more than just a story and I have been working on plans of how to build the frozen north area that I drew with numbered map for each square that is a room in there and I have changed it to water and am building a way for lashar to get to her via boat and there will be bunch of monsters that maybe some have boats but this game is mountains and monsters and there is also bridges and unfortunately the monsters have blocked off the passage over one such place maybe that is the only way to reach the café now but by using magic I plan to have the help of some faeries to teleport past their blockades but its not just about a big story because there is a system for dealing with bosses and its going to take a lot of faery dust to defeat all the minions and spawn the boss.