Hi Guys!
The staff are brewing up our next TI quest, but we're sort of wanting to do something different than previous quests.
Here are the ones we've run that we felt were successful:
- The Royal Council for War
- The Daravi War
- Misc Daravi Battles
- The Burning of Sartez
- The Knights for the Grail
- The Monarch Quest
We want to do something great this time, but it seems the staff is in a bit of a rut, so we wanted to pick your brains. On other games, or even amongst the above, what was the best quest you've played on an RP Mud, and more importantly, WHY was it awesome? What kept you going? Were there any bad things you'd suggest to avoid?
Thank you so much for your help and insight!
What is the best RP Mud Quest you've ever played?
Does it have to include TI?
If not, then I played in an event once where a -massive- storm had hit the major city. Everyone was basically locked in rooms with each other (wherever they happened to be when it hit), and had to find ways of surviving until it was over.
The RP that came out of it was hilarious.
If not, then I played in an event once where a -massive- storm had hit the major city. Everyone was basically locked in rooms with each other (wherever they happened to be when it hit), and had to find ways of surviving until it was over.
The RP that came out of it was hilarious.
@ Geras: there was a bit of warning before the "lock down". The storm started, and then slowly ramped up until there was the, "you can't go outside any longer" message.
Not at all required to be linked to TI.
What was it about the storm RP that you enjoyed so much? I have to admit, it's interesting to me because it's not the sort of thing I would have thought most people would go for - and definitely open to hearing about what's happened on other RP games that people enjoyed. It broadens our own horizons.
I'd probably not want to steal another game's quest so directly, but I certainly would be interested in trying to capture the essence that made it so much fun. And... well, I might steal it. :) One thing that's important to me, however, is that if we were to run a quest like that, I'd want to make sure that there was player involvement in how it could be resolved, which would probably mean a staff member GMing each group to a degree for the duration of the quest.
How long did the storm quest last? We did something similar with a plague once on TI2, and that was surprisingly well received also.
- Kinky
What was it about the storm RP that you enjoyed so much? I have to admit, it's interesting to me because it's not the sort of thing I would have thought most people would go for - and definitely open to hearing about what's happened on other RP games that people enjoyed. It broadens our own horizons.
I'd probably not want to steal another game's quest so directly, but I certainly would be interested in trying to capture the essence that made it so much fun. And... well, I might steal it. :) One thing that's important to me, however, is that if we were to run a quest like that, I'd want to make sure that there was player involvement in how it could be resolved, which would probably mean a staff member GMing each group to a degree for the duration of the quest.
How long did the storm quest last? We did something similar with a plague once on TI2, and that was surprisingly well received also.
- Kinky
The storm quest lasted... I don't actually remember, but it was *about* a week, I think (but no longer).
The thing I liked about it the most was that it forced people to be creative about their RP, and got them to play extensively with people they might not usually have much interaction with to establish new bonds. A few people, for instance, were stuck in a tavern that began to flood soon after the storm started, and staff had them try to come up with an RP "solution" to fix it. The results were pretty funny.
And, I don't know... I think people in general like playing "survival" situations? It was completely different from any quest I'd played before.
The thing I liked about it the most was that it forced people to be creative about their RP, and got them to play extensively with people they might not usually have much interaction with to establish new bonds. A few people, for instance, were stuck in a tavern that began to flood soon after the storm started, and staff had them try to come up with an RP "solution" to fix it. The results were pretty funny.
And, I don't know... I think people in general like playing "survival" situations? It was completely different from any quest I'd played before.
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