>>5901109>>5901110>>5901117The Graverobber's Daughter continues! Chlotsuintha expertly cases Aldoin's Library, and from just scanning the titles, manages to judge seventy-one books by their covers - or rather, their spines - as being either of interest or some use to her. However, she only has the room to carry twelve of them without making a second trip or abandoning swag she has already taken with her - neither of which she will do. Therefore, she must judge these books some more; winnowing the list from seventy-one to twelve. A frustrating and potentially confounding task - but she also stands to learn a good bit by simply reading the titles, so she cannot be too sour.
> QM question:> Have you inserted any IRL things that have happened throughout your life into your quest?Getting sicker at a hospital.
> Player question:> What genre of genre or subgenre of quest do you feel is missing from the catalogue?Civilization Quest Spam; the best subgenre of Quests as far as I am concerned. As a distant second, I'd take more Game of Thrones Quests, as they never implode.
Actual answer; I'd like to see a real who-dunnit Quest. No rolls, just dialog with suspects and descriptions of crime scenes and evidence. If there was any mechanic in the Quest at all, it would be that each action you took consumed time, and if enough time passed, clues might become obfuscated, crime scenes might be contaminated, witnesses might get hazier on details, suspects might construct more air-tight alibis/lawyer up and even more crimes might be committed. Alternatively, it might take time for results to come back from a lab, or a witness to be tracked down, things in that vein, so you'd have to manage your time carefully. For added complexity, you might have an underling or two to shuffle around. There could be non-suspect NPCs who you interact with, and what they do might change how suspect NPCs interact with you too. From an agency perspective, there would have to be something to keep the player from running the player character around the clock as well, some commitment or restraint - something narrative (the player character must stop now, to do such-and-such; time skips ahead and we rejoin them as ...) as opposed to mechanical (the character is tired, so they don't notice the fresh ring of soap around the tub and cannot deduce ...) The most important part I feel would be that you only get one confrontation. One shot at pressing charges and arresting the culprit, and the Quest ends whether or not you were right. If x number of additional crimes took place before you made your arrest, you could also get a fail-state.
I'd consider running something like that as a one-shot, or incorporating some of it into my current Quest. Who-dunnit would be easier for me to do in a fantastical or at least fictionalized setting, simply because I could make my own procedure, rules of investigation and laws - where-as in a realistic setting, I'd get bogged down by fidelity-seeking.