>>6181007>QM QuestionI can't think of any specific quests, as I don't really read other quests beyond when I first started to get the hang of it. I suppose some of the first quests on /tg/ were the impetus, with the charming art style of early quests like Ruby Quest and later Gnoll Quest inspiring the more "cute" characters.
>GeneralI would like to see more innovation in quests; especially the type of quests run and what mechanics are used. Cooperative and competitive games are extremely rare beyond the small skirmish community, and could really push the medium forward. I'm not holding my breath for more formatting options or out-of-board changes; though the biggest improvement would be reduction of the fifteen minute post timer. As for specific quests? I've been really fascinated with the idea of running a
GOOD fantasy quest but haven't had the right opportunity.
>MiscI don't believe in New Years resolutions. Putting an unrealistic amount of willpower and changing your habits only to fail by February and then feel remorseful is counter-productive to create lasting change.
But Quest related? 2023 was sort of a break year for me, but 2024 is supposed to be
the year of the monke>>6181328We do them, what, once every two years? It seems like a fair rate at how slow Questing is as a hobby, but it naturally weeds out quests that aren't super long term and established.
>>6182026I've inserted a few "Game Overs" in my quests, usually telegraphed. The only time I actually killed the MC due to lack of interest or not wanting to run the Quest anymore was a very short experimental thing. (Cross-Contamination Quest)
>>6182030This is the most difficult part of a creative process. You can't really force it, it just happens. Typically I either daydream about a story or world/setting concept, think about another game or piece of media I like but would like to see "improved" or given my own twist on it. Combine ideas into "campaign" sized bites, typically creating both the world, tech level or magic system, factions, and so on. There is actually a lot of material about this in particular; Jayquaying the dungeon or the Lazy DM's guide (this one is now not liked) both really helped me learn the concepts behind campaign design. While not exactly the same as Questing, it's the closet experience you can get without doing it. Once I have a setting in mind, I tend to create a character or story who embodies and interesting perspective within that world and let the players loose within it, preferring to show instead of tell, making it a mystery that slowly unfolds along with the Quest narrative. For me, half the fun of running a Quest is exploring the unique settings.
Even so, I tend to repeat the same patterns in characters; almost every Quest MC I make is some boring nerdy everyman with little experience with women (wow he's literally me) so I figure I need to branch out.