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Tag Archives: quests
Mad Libs
Tuesday’s post got me to thinking about how to build quests that are not immersion breakers. Long before I decided that modding NWN2 was not how I wanted to build my next world, I commiserated with Thrym, the lead admin … Continue reading
Why do we have quests?
This is a legitimate question I think. In an ideal world, player intrigue would be the main driver of story, with a solid GM team to support them. Second to this is GM driven plotlines. The fact is that a … Continue reading
The uncanney valley of quests
There is a long running, yet still current debate on the Mud Dev2 mailing list about “the future of quests”. One of the interesting aspects of this discussion revolves around whether or not there is an “uncanny valley” in quests. … Continue reading