>>5621938Reposting le GOOD fantasy quest requirements from the old qtg
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It needs to start in the middle. Beginnings aren't as interesting, maybe someday once it's done make a prequel.
The stakes need to be high, we need to feel like we could lose it all in a single moment or bad roll.
Dice. It needs clear rules on dice that allows us to do very difficult tasks with simple rolls but have a chance for catastrophic failure or epic success.
Unique fantasy races. We are all tired of fucking elves.
Male warrior protagonist who gains mystical powers over the course of the quest.
Compelling setting. It doesn't have to be middle Earth but it shouldn't feel like something straight out of a random generator.
Character focused. We want to have conflict and we want to get invested in the characters QM is going to kill later on. If nobody throws a shitfit when you kill a major character you are doing it wrong.
Ignore 1 post ids.
Daily updates, several posts long.
When not fighting, getting to develop relations with other characters or learning more about the setting.
Pacing. You will get 40 updates per thread, gotta plan a full hero journey within this space, and do it again every thread.
Character Arcs. Not every thread needs to be about the hero journey of the mc, they can be about other important characters. Return to the mc every other thread or three.
Large complex inworld quest already going on which will have large scale repercussions in the world and require multiple difficult objectives fulfilled to be successful.
War. After all the prep work is done and contacts made, a big war must ensue. There should be foreshadowing for at least three threads and the war itself must last several threads as well.
Once the war is over, pause the quest. Run prequels or sequels. Start again with heirs or spiritual successors under a premise that evil hadn't been eradicated or that it is impossible to get rid of evil forever.
Characters that survived the war become mentors of new characters. They meet old MC briefly but meaningfully.
The second adventure is just to tie lose ends, satisfy curiosity about world and characters and much lower stakes than the first.
Once all is said and done, end quest with a big party where every surviving character is invited and the dead honored.
Hint there may be further evil to defeat and adventures to be had.
End quest and disappear forever.