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/qst/ - Quests


You are the leader of a small mercenary band in a war torn land.

The king of the land died twenty years ago, leaving no heir for his throne. Since then the local lords have been fighting each other to increase their influence.

Time is hard for the peasants, the clergy, and even the nobles. But for the mercenary, there has never been a better time or place for business.

Before we start, what's the name of our group of mercenaries?
>>
The Iron Company
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>>529049
The band of the hawk. Because its objectively the only mercenary company that matters.
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>>529049
The Golden Lion
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>>529101
The Iron Company is ready to take on any job as long there is gold to be made.

However, as the leader of the company, you get to decide which jobs will make the company the most money. You also have to decide which lords to back in territory disputes so that the company can grow in influence.

Let's learn a bit about your core strengths that made you the leader of this band (you can pick two abilities)-

>Swordsmanship

>Strategy

>Diplomacy
>>
>>529158
>Strategy
>Diplomacy

Why didn't you roll for the name, the name should be with the most votes, or with a tie you could roll
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>>529158
>Swordsmanship
>Diplomacy
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>>529163
This. Also supporting the notion for rolling the name.
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>>529049
i like golden lion as well.
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>>529049
is it lame to ask how thi works? i've played dnd but only IRL and never played video games which are similar. i'm down doe a long quest.
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>>529129
>The band of the hawk
Second post, best post for once.
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>>529163

You are the best military strategist in the band. Countless times you have led your company against much larger forces but always managed to stay one step ahead of the enemy. Under your leadership, even a group of untrained rabble can hold off groups of trained soldiers.

You are also skilled as a diplomat. Thanks to your efforts, the most powerful of the lords and mercenary leaders have a positive relationship with the band. You can negotiate for peace or intimidate the enemy to surrender much more easily compared to other mercenary band leaders. You can also persuade your employers to pay you more than they would pay other bands thanks to your negotiation skills.

However, you are only average when it comes to swordsmanship. You can probably handle yourself against a peasant armed with a poleaxe, but you are smart enough to understand that you stand no chance against the top swordsmen of the land.

>>529178

As per popular demand, what's your name?
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>>529232
>The Golden Lion
Third post, best post for once
>>
>>529232
Griffith. Because if I haven't been red flagging enough imma berserk fag
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>>529232
I'm want Golden Lion
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>>529248
>>529232
Voting this.
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>>529232
The Golden Lion
>>
>>529232
Golden Lion
>>
>>529233
>>529248
>>529251
>>529252
>>529256
>>529343

Okay, we are going with Griffith of the Golden Lion if no one objects. However, keep in mind that this is not THE Griffith from Berserk as it's probably better for our guy to develop his own personality and goals as the quest progresses.

Also, we should do some world-building before moving to the main quest. The kingdom of Kivan was ruled by the House of Rezinar for nearly two hundred years. About twenty years ago, King Augustus of Rezinar died without leaving any heir, leading to the extinction of the main branch of the ruling house.

After his death, his cousins and other powerful lords of the land began warring among themselves for the throne of the kingdom. The civil war between rival claimants and rise of other strong houses gradually led to the end of the crowns's authority, and also the rise of the mercenary bands.

There are currently over a hundred lords ruling independently in the lands that was once part of the kingdom of Kivan. These lords hire mercenary bands to aid their war efforts against other lords, to put down peasant rebellions, to remove bandit groups, and to do other dirty jobs.

I'm thinking of keeping this quest mostly grounded in reality, however we might add some low fantasy stuff here and there. What do you guys think? Any suggestions on what to expect in this quest?
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>>529401
>Any suggestions on what to expect in this quest?
Some Berserk Golden Arc-tier stuff, although you probably won't live up to those expectations, but you can always try.
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>>529401
>Magic cost a leg and limb to use
>Some mostly human-looking races like Elves and dwarves
>Sailing
Just some suggestions
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>>529401
This is Medieval, no magic please. And I'm a berserk fag, but you obviously don't need to make it like berserk in any way. Just do what mercenaries do my man. They go their own way.
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>>529401
>Slaves
>Slaves like Elves and Dwarves cost a bunch
>Sex Trade
>Boats
>Slave fighting
>Cities with a red light center with slaves and fighting like dog fights but with slaves
Some ideas mostly medieval, but some human races. Very low fanstasy
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>>529401
Low fantasy
Fantasy races but little magic
Lots of options would be nice but the only thing i'd want is to be a king. Go alexander the great on this setting
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>>529401
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>>529428
>>529440
>>529447
>>529448
>>529453

I'll keep everyone's suggestions in mind and will try to incorporate them if they fit in the narrative.

Also I last read Berserk's golden arc six years ago, so unfortunately don't remember much from that arc. However, we might bring some Berserk type stuff as we progress in the quest.

There will probably be some low fantasy stuff then, but not much visible magic. Slavery will be a neat addition to the story, I'll try to include stuff about slave trading in the worldbuilding. Conquering the capital and becoming new king might be the endgame, but right now we'll have to start with smaller stuff.

In the next couple of posts, I'll do some more worldbuilding. After we're done with done with the worldbuilding, we can start adding characters in the mercenary team and start taking quests.

The former lands of Kivan can be divided into five regions. When we start taking mercenary jobs, we'll get to visit most of these lands.
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>>529637
Preferably ya wouldn't talk about the meta like this. Ruins the facade a bit ya feel? But whatever make changes on the go I'm definitely not expecting what you described to be the reality.
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>>529637

The frozen Winterlands of the North were ruled by the Jarls a thousand years before the first King Rezinar conquered the lands that would eventually end up becoming the Kingdom of Kivan.

After the death of the last king, the Jarls have now resumed their rule of the North once again. However, war between the rival Jarls have broken out since then, although they have so far shown little interest in the lands of the south.

The older northern lords are highly distrustful of outsiders and foreign mercenary bands rarely get hired for their wars. However, some younger lords have began hiring mercenaries to aid their war efforts against more powerful older houses.

The men of the Winterlands tend to be tall, fair skinned, gold haired, and grey eyed. Their songs and stories tell of elves, jotuns, trolls, and ice wraiths that claim the lives of men who venture too far in the frozen wastelands of the north. People from other regions, however, consider them backward savages who still believe in children's fairytales.
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>>529793

The Port Cities of the West are currently ruled by a collective of merchant lords. The merchant collective has so far refused to fight among themselves as they consider war to be bad for trade. Thus, the lands of the west have mostly been unscathed from the civil war.

Nevertheless, the merchant collective regularly hire mercenary bands to protect their port cities from raids by pirate lords. Sometimes, smaller bands of proven loyalty are taken on trade ships bound for the broken isles for the protection of the traders.

Slave trade is commonplace in the cities of the west. Slaves from the faraway lands, of different races and genders, are sold on auction to nobles who have enough gold to spend.

Men from a hundred lands come to the port cities of the west. In the portside taverns, sunburnt sailors talk of mermaids, drowned cities of gold, deep ones who rise from the oceans, sea serpents, and leviathans. People from other regions, however, consider them lying sailors who are too drunk to make any sense.
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>>529794

Before the war, the fertile Farmlands of the South used to be among the the richest regions of the kingdom in terms of population and crop yield. However, it was hit the hardest from the civil war.

Constant battles between rival claimants have left the southern farmlands a shell of its former self. Hundreds of villages have been burnt and looted since the war began.

Nearly fifty lords now claim to rule some parts of this region. Fighting between these petty lords are quite common. Bandits regularly raid the villages and smaller towns. Peasants rebellions are also happening more and more frequently. The good part is that there is always mercenary work to be found in this region.

The peasants of this southern farmlands claim that the swamp dead rise up in the night, ghosts of people killed in the war haunt the places they were struck down. People from other regions, however, consider them superstitious peasants who are scared of their own shadows.
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>>529797

The dark Forestlands of the East are largely unconnected from the other regions of the kingdom. Lords of ancient bloodlines rule these lands from dark castles that predate the founding of the capital by centuries.

The eastern lords are well known for their cruelty and hold absolute power over their peasants. Tales of horrific torture by the ancient Eastern lords on their subjects have survived to this day.

The east was mostly unaffected by the civil war. The lords of the east are considered timeless and uninterested in the happenings of the west. Mercenary work is almost never found in these lands.

The men of the East tend to be pale skinned, silver haired, and stern in nature. Their legends talk of warlocks, vampyres, and blood rituals. Men of other regions consider them strange men with strange beliefs.
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>>529805

The capital city of Kivan is situated at the heart of Midlands. While it has lost much of its influence and authority over the last twenty years, the capital city of Kivan is still considered the symbol of the king and the kingdom.

Aside from the king's palace, this is also the center of the Church of Light. Even at the height of the kingdom, the Church held almost as much power as the king himself. As the king died, the capital is now ruled by the High Priest of Light in all but name.

The high walls of the capital has never been breached by an enemy force. Both the king's guards and the holy inquisition are now tasked with defending the city from the enemies of the faith. However, as both forces are quite small, mercenaries with proven faith and loyalty to the church are often hired as well for further protection.

The priest of the inquisition claim that demons now walk in the guise of men, demon worshipers engage in unholy orgies, all heretics must be killed to save mankind from certain doom. Men of other regions consider them to be liars, sycophants, and hypocrites, but few say their thoughts out loud.
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>>529793
>>529794
>>529797
>>529805
>>529814

That's it for worldbuilding for now. Might expand on local history, culture, politics, mercenary groups later though.

>>529668

Just setting the stage right now, will stop meta talk as soon we can get on the main part of the quest.

Any suggestions about the other members of the Golden Lion?
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>>529824
OP you still alive?
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>>531696

Was a bit busy the last two days, reviving the quest now if there's enough interest.

>>529824

You are Griffith of the Golden Lion, a mercenary band leader in the war-torn medieval land of Kivan.

Right now you have 18 members in your band right now, you can recruit more members as you continue on the quest. Your guild members may also get killed in your quests or decide to leave the company for whatever reason they wish.

You currently have 50 gold in company funds. You can make more gold by taking mercenary quests from local lords or by looting your defeated enemies. You can spend the gold on recruiting new members, upgrading weapons and armor, or to increase company morale.

Gerrod - A tall, broad shouldered guy from the Farmlands of the South. He appears to be in his early 30s and is probably the nicest guy to be around in the company. However, he is also pretty good with a broadsword and fights just as dirty as everyone else in the company when it comes to battles. Gerrod used to be some kind of a noble back in the Farmlands, you never asked why he is hanging around with a group of mercenaries now, and he never brought up the topic himself either.

Heinrich - Heinrich is a pale skinned man from the Forestlands of the East. His age is hard to guess, but you expect that he is somewhere between early to mid 20s. Heinrich doesn't talk much, but usually appears polite and friendly when he does. Nevertheless, he is still the most unnerving guy you have ever met in your life as his smiles never touch his pale eyes. Like most Easterners, Heinrich keeps to himself and has never talked about what he used to do before joining the band.

Peake - Peake is a short, foul tempered guy born to some tavern whore in the Midlands. He is a hateful, greedy coward who would stab his own mother in the heart if someone paid him a copper - the perfect example of a self-centered mercenary. The only reason you even kept him around is because of how good he is in finding loot for the band. Gerrod can sniff out where the farmers hid their gold, where they hid the crops, and where they hid their daughters better than anybody else you've ever met.

(Will accept suggestions for more members of the band as we progress in the quest)
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>>534958
I´m interested Op, can I already participate in any way or are you still establishing stuff?
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>>535040

Mostly done with the background stuff, however might expand the lore later.

>>534958

Mercenary jobs currently available for the band -


> Peasant uprising in the South

Lord Hawke of Triz needs men to put down a small peasant rebellion in his territory. Lord Hawke is known to be a cruel lord who regularly raises taxes and treats his peasants worse than dirt, so it's no wonder that his peasants are revolting.

This should be an easy and mostly safe mission for the band. While the gold offered is low, we can always help ourselves to loot after putting down the peasants.

Gold offered: 10 Golds


> Protection of church wagons through the Midlands

Father Robar of the Rezan church needs men to escort church wagons from the city of Remis to the capital of Kivan. Bandits and rogue mercenary bands are common in this route and are not above attacking the clergy.

This might be a moderately difficult mission for the band. However, the money is decent, and strengthening relations with the Church of Light should help the company get more jobs in the future.

Gold Offered: 15 Golds


> Mysterious disapperances in the North

Jarl Yngvar of Svengard needs men to investigate what happened to his men who mysteriously disappeared in the far North village of Bludmir.

Jarl Yngvar is a powerful lord and it's rather surprising that he would ask for southern mercenaries. Perhaps, his own men are refusing to take this job for some reason?

Gold Offered: 30 Golds


> Ask for further info about a job
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>>535067
>Peasant uprising in the South
Can we maybe solve this without starting a bloodbath, we are a diplomat after all?
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> Protection of church wagons through the Midlands
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>>535067
>Protection of church wagons through the Midlands

It would be good to get good relations with the church
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>>535067
>Peasant uprising in the South
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>>535067
> peasant uprising
What would be the repercussions if we took the opportunity to take down the lord and loot his estate? Although I do like the diplomacy suggestion.

> protect church wagons
Nope, stupid escort missions with condescending priests. Not unless we can get some of that demonic orgy action!

> mysterious disappearances in the North
This would be my choice. Seems like it could be the most interesting. Of course if it is nothing it won't help help morale much.

TL;DR: investigate in the North or if there is a tie that needs breaking diplomace the peasants
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>>535092
>>535114
>>535193
>>535194
>>535199

Okay, we got 2 votes for Peasant uprising in the South, 2 votes for Protection of church wagons through the Midlands, 1 vote for Mysterious Disappearances in the North. Since the tie breaker supports peasant uprising, we are going with that one.

>>535067

The Southern Farmlands were hit the hardest by the civil war and the fifty petty lords who rule now have very little influence compared to the lords of the other realms. You are confident that you can get a lot more from this job if you play your cards right. However, you might benefit from a bit more information about the job.

> Ask Gerrod for his advice since he is from the Farmlands and know about the land

> Ask Peake for his advice since he has previous experience in putting down peasant rebellions

> Ask Heinrich for his advice because he can offer a neutral point of view

> I have enough information for the job
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>>535269
>Ask Gerrod for his advice since he is from the Farmlands and know about the land
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>>535269
> Ask Gerrod for his advice since he is from the Farmlands and know about the land
He was some kind of noble there so he can probably provide useful intel.
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>>535274
>>535278

> You decide to ask Gerrod for his advice since he is from the Farmlands and know about the land

Gerrod: "So Griffith, what do you need to know?"

(ask about the peasant's strength)

Gerrod: "The peasants will outnumber us when we go up against them, but most of them are untrained farmers who can barely hold a sword. Their ranks will easily break if trained soldiers charge against them. If we setup an ambush, I expect that we can get this job done in one day, without any causality on our side."

(ask about diplomacy)

Gerrod: "We can probably convince the peasants to lay down their arms if Lord Hawke agrees to remove the tax raises. The peasants know they have no chance against mercenaries, but they are too desperate and hungry to care. However, I doubt that Hawke will agree to pay us our gold if there is no bloodshed."

(ask about Lord Hawke)

Gerrod: "Hawke is among the most hated lords of the South. None of the other southern nobles would shed a tear if he is killed or hanged by the peasants. However, he kept most of his house guard in reserve in case mercenaries like us decide to come after him instead."

After weighing your options, you decide to -

> Set up an ambush against the peasants

> Meet up with the leaders of the rebellion to discuss terms

> Visit Hawke's mansion and talk to him
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>>535368
>Set up an ambush against the peasants
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>>535368
Fuck it, we are mercenaries, what do we care if we are working for an asshole
> met with their leaders, kill them, put heads on poles
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>>535368
>> Visit Hawke's mansion and talk to him
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>>535390
>>535399

You decide that setting up an ambush and killing all the peasants is the best option for the band.

Gerrod appears to be disappointed by your choice, but he doesn't say anything.

Peake, however, is overjoyed with the plan and suggests that we have some fun with farmer's wives and daughters after we are done killing the men of the village. He also suggests that after we are done with them, we can sell the women and children to the slave traders of the west for some extra gold .

Heinrich appears indifferent with the plan, but seems to look at you with a bit of curiosity in his eyes. He suggests that it's better for us to take our loot and then burn down the village with the women and children in it. He says that survivors may carry tell of the massacre and reduce our chances of finding better work at the more stable parts of the land.

Gerrod seems visibly disgusted with both Peake and Heinrich, but he still keeps quiet.

> Put down the rebellion and take our gold from Lord Hawke, do nothing more

> Put down the rebellion, loot the village, sell the women and children as slaves

> Put down the rebellion, loot the village, burn the village down and leave no survivors
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>>535478
>Put down the rebellion and take our gold from Lord Hawke, do nothing more
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>>535511
Supporting.
>>
>>535478
>+ slaves
I don't see why killing peasants when that is what we where hired to do would reduce our job opportunities
>>
>>535478
> Put down the rebellion and take our gold from Lord Hawke, do nothing more

Just do our job, no reason to be needlessly cruel.
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>>535511
>>535524

You decide that we'll ambush the peasants and put down the rebellion, but will do nothing more to the surviving villagers.

Also, you explain that looting the village might reduce our job opportunities in more stable regions like the Midland or the East. Engaging in slave trading will be worse for the band as the Church of Light might declare us outlaws if they find out we sold women and children of the kingdom to the barbarians in the West.

Peake seems crestfallen at your choice and opens his mouth as if to protest. But after a dark look from Gerrod, he decides it would be safer for him to keep his mouth shut instead.

Heinrich shrugs and looks indifferent to your choice. You have a slight suspicion that he probably didn't care much about the band's reputation anyway and just wanted to burn some kids for whatever reason.

For the ambush, you decide to split up the band in two forces. The smaller diversionary team will be charged with luring the peasants to the location of the ambush. The larger main force will include the heavy cavalry that will charge the peasants from the rear and break their line and eliminate the leaders. After that it will just be picking off the stragglers one by one.

You yourself will lead the main force of the band. Who do you want to lead the diversionary team?

> Gerrod, since he knows the Farmlands better than anyone else in the band

> Heinrich, since he is pretty smart on the battlefield and can respond to any changes

> Peake, since he has previous experiences with ambushing peasant armies
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>>535700
>Peake
>>
>>535700
>Heinrich, since he is pretty smart on the battlefield and can respond to any changes
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>>535700
>Heinrich, since he is pretty smart on the battlefield and can respond to any changes
>>
>>535700
>>535713
Actually changing my vote because they aren't supposed to be fighting, just surviving
>Gerrod
>>
>>535715
>>535718

You decide that Heinrich would be the best choice for leading the diversionary team and luring the peasants to the location of the ambush as he is probably the smartest soldier in the band and respond quickly to any unforeseen changes.

Heinrich doesn't mind leading the diversionary forces and leaves to prepare his men for the attack. Gerrod and Peake decide to stay with you and the main force. Gerrod is appreciative of you for not listening to Peake and Heinrich. He follows your commands without complaints. Peake, however, is more bitter than usual and complains about everything you tell him to do.

The three of you set the archers and cavalry in position for the ambush. Gerrod will lead the charge as he is the best swordsman of the band and can easily handle himself. Peake will stay with the archers as he is better at picking off fleeing stragglers than face the enemy from the frontlines.

You decide to -

> Stay with the archers, you are only average when it comes to swordsmanship, so let Gerrod handle the melee

> Go with the cavalry, these are just barely trained farmers, also you being with the cavalry should improve morale
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>>535929
> Go with the cavalry, these are just barely trained farmers, also you being with the cavalry should improve morale
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>>535929
> give Peake a clip around the ears
> go with cavalry
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>>535933
>>535952

You decide to go with the cavalry, these are just barely trained farmers, also you being with the cavalry should improve morale.

The first part of the ambush is an easy success as Heinrich perfectly lures the peasants in the place of the ambush.

Gerrod seems to have been absolutely right as most of the enemy appear to be completely untrained farmers who have no concept of scouting or precautions against ambush. You and Gerrod lead the cavalry to the field and easily break down whatever discipline they had.

The peasants try to fight at first but they are soon scattered. Some of the peasants try to run, but the archers are in perfect position and easily pick them off.

After only minutes of fighting, it gets clear that the Golden Lion has won the battle. The members of the band only took slight wounds, while most of peasants are dead or close to it.

By now Peake has left his position with the archers and came to the field to pick up whatever loot he can find from the dead and the dying. You clip him around the ear and tell him to follow your orders. He meekly obeys and you know that he is too much of a coward to try to take revenge.

Near the end of the field, you find a barely alive man with his intestines coming out of his belly wound. You decide to-

> End his pain

> Who cares, let him suffer
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>>536018
> End his pain
>>
>>536018
> end his pitiful moaning
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>>536018
>End his pain
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>>536025
>>536026
>>536029

You decide to end the man's pain and give him the gift of a quick death. Gerrod nods in approval from your side. Peake gets down to work on the dead man and mutters curses when he only finds some bent copper coins in the man's pocket. His mood is a bit improved when he finds a silver coin hidden in the man's shoes and nods in self-satisfaction.

After a while we are done with our noble quest of turning the dying into the dead and picking out whatever we can salvage from their belongings. Peake again tries to suggest that we pay a visit to the village but a grunt from Gerrod is enough to shut him up again.

Eventually we make our way to the mansion of Lord Hawke. His residence gives a clear air of wealth as you see gilding and tapestries on his walls. Lord Hawke turns out to be an overweight, balding, middle aged man wearing far too much jewelry. Looking at the man, you think that he would have been better named Lord Walrus instead of Hawke.

Lord Hawke: "Ah, Commander Griffith of the Golden Lions, it's a pleasure to finally meet you. I heard that you took care of the rebels without losing even one man. It appears that we overestimated the threat of the rebellion. How about you take 5 gold coins instead?"

> Demand that he pays the full 10 gold coins

> This is his place, the safest choice would be to accept his offer of 5 gold coins

> Persuade him to give the band 15 gold coins instead
>>
>>536106
> Demand that he pays the full 10 gold coins

Contract was for 10, we expect our 10.
>>
>>536111
Seconding
>>
>>536106
> demand full payment
You will pay us what we are owed out we will take it from the ruins of this estate.
>>
>>536123
*or
>>
>>536111
>>536113
>>536123

You look at Lord Hawke in the eye and tell him in a calm voice that it's not that the rebels were weak, it's just that the band is very good at killing people who get in our way. So you humbly ask him to reconsider his choice and pay us the full 10 gold coins as stated in the contract.

Lord Hawke nervously looks from you, to Gerrod, to Heinrich. Whatever doubt he had of the band's ability, it's gone when he notices the dried blood on Gerrod's armor and Heinrich's pale emotionless smile. Blood drains from the fat man's face and he chokes, "Huh, I'm joking of course. My treasurer will pay what I owe you right away. Pleasure doing business with you, gentlemen."

After that little mishap you walk out of Lord Hawke's mansion with the full 10 gold coins you were supposed to be paid. The company funds have now increased to 60 gold.

>>536106

I'll take a break right now. Let me know if you have any suggestions on future mercenary quests and the new members of the company.

Also, I will appreciate if you guys shared any ideas about how we can make the future battles more exciting. I tried to keep this one simple since this was the first quest, but I think battles in future quests should be grander in scale.
>>
>>536179
You could have us control our company throughout combat, with you giving us a couple of options to chose from.
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>>536631
This is a good idea.
>>536179
You could also have golden lions next job a sort of rescue/damsel in distress mission and possibly a chance of the person we rescue may end up joining us. Mission and new recruit all in one job?
>>
>>536179
I enjoy high risk high reward situations. Like you said this was the first session and they were just untrained farmers, so high risk didn't really fit here, but sometimes a dice roll is all it takes to put the fear of god in me. Risk doesn't necessarily have to mean people potentially dying either, I like that you already have us weighing the party's emotions and are hinting at repercussions.

As far as future quests, I dunno, I feel like that's not really any of my business, so I'm just going to make some general statements instead of requests. You are QM and your word is law so if you disagree with any of this feel free to just sweep it under the rug. I like escort quests because travel time and idle time pre-bandits is good for character development, and I love characters (I voted against this escort 'cause I didn't feel prepared). I like killing bitches who deserve it 'cause dammit I don't get to do that. I really, really hate generic gathering quests. What do you mean that wolf didn't have any fangs? Unique gathering quests though (ancient treasure, evidence of a crime, something precious that was lost, etc) tend to be very immersive for me 'cause I get to learn a little about the world. Finally I like quests that build on old quests. Like if after a few sessions someone with a grudge hires us to kill Lord Hawkes prize horse or something. That's just an example though.

I hope at least some part of my rambling was helpful!



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