Our quest system is unique

Pretty much all rpgs have quests, so how is our quest system in our upcoming dungeon crawl different? Well frankly in most rpgs (there are exceptions of course) quests exist in a vacuum. They will sit there forever, nothing can change them and they change nothing either. Your choices don't really matter. There are no consequences to your actions. You can't really fail. Text like "hurry", "emergency", and "or else" are just flavor text and don't mean anything. And every time through a typical rpg the quests are exactly the same as the last play through.

None of this is true for our upcoming game (Depths of Peril is similar in many ways). I'm going to show this with a bunch of examples of the typical rpg and our game. These examples will overlap a bit.

Real choices:

Bonelord has taken Airik hostage and demands a ransom to be paid. In a typical rpg, if you even have the choice of whether or not you pay, either direction is going to end up with you rescuing Airik, either because the choice is phony or you have to use save games when you fail. In our game, you really do have the choice and the choices lead to different outcomes. If you pay off the ransom, you will get Airik back, but Bonelord leaves with your money and is very likely to take another hostage now that he knows he has a sucker. If you refuse, Bonelord will attack and try to kill Airik. Airik is very mortal. If he dies, he really will be dead and you
might be without an important NPC for the rest of this adventure.


Two factions have been at war for a while, but now a representative of each is meeting with one another and trying to broker a truce. In a typical rpg, well neither of these things would probably be possible in the first place. In the remote case that they could, the two would sit in their location forever doing nothing until you killed them. In our game, they will only negotiate for so long. If they finish their meeting, they will declare peace with each other and possibly even declare war on the town now that they have the free time. If you can kill them both while they are still in the meeting though, their respective factions will think they have been betrayed and continue their war. And yes a war between two factions means they will fight and kill each other when they meet in the game.


Emma was picking wild mushrooms down in an area in the dungeon that was thought to be safe, but was captured by Scree. Please go rescue her. In a typical rpg, there is no way to fail. She will patiently wait for her rescue forever if need be and she can't be killed. In our game, Emma can definitely die and will without your help. Can you save her before she is gruesomely murdered?

Hurry or else:

Storm is planning to attack the town. Hurry and kill him before the attack is launched. In a typical rpg, there is no point of hurrying, the town is going to be attacked or it's not. It just depends on how the quest was created and has nothing to do with your actions. "Hurry" is just there to make the quest feel intense. In our game, hurry really does mean hurry. In this case, if you are too slow the town will be attacked just as you were warned. If you are quick, like the quest suggests though, you really will prevent the attack.


Pheros has kidnapped Svana. In a typical rpg, if this is how the game starts, then the game will always start this way. After you have been through the storyline, you have seen everything. In our game, if you start a new town it will be a completely new town. You most likely won't start with a kidnapping quest and there probably will not be a monster named Pheros or an NPC named Svana.

Our quest system is probably different in many other ways, but these are the main aspects. I find much more meaning to quests having real choices, actual consequences, and being able to fail. It's less like watching a static movie and more like playing some old school D&D. The random part is also really cool because you can play through the game multiple times, especially with different characters, and not see the exact same linear storyline.

As usual comments are very welcome.


< Prev   Next >


Sign up for our free newsletter!