>>5298100It's all on you, chief. I was hooked, even though there's not much to hook on to as of yet - which might be why there aren't many passersby. The mystery is too... Mysterious, for them. Maybe others, too, are fatigued by the frequent shortness/flaking in quests similar to this (start with nothing and escape the dark room).
I genuinely didn't see the update until now, or I would've rolled sooner. I'm also staunchly of the opinion that most of the time, QM should just roll the dice for stuff like this in particular. Think of what the die represents, and if it needs to be rolled for story advancement. In this instance I can see why we would roll a die to see what's in a container. Should players roll for it, though? Yes or no, and why? Is the d100 necessary? Or would 1d6 or 1d10 work better?
Or do you have an idea like "a vampire bat jumps out and bites you, turning you into a vampire!" that you really wanna push? Just push that instead or else you'll get literary blue balls.
Anyway, I support you starting a new one with a sturdier skeleton.
Some tips:
-Character creation should be very short and simple for maximum engagement. Better yet, bring your own unique main character and focus on a compelling opening post using your ideas for scenery, plot and character interactions to hook people in. Nothing wrong with slowly developing who they are like in this quest, but make sure to give SOMEONE at least a few defining traits in the beginning, doesn't have to be MC.
-Pick a nice image that stands out in the catalog. You'll notice there are already many dark images, and lots of blues and neutral colors. A bright or bold, visually popping image with high contrast will always mog the visual competition and makes sure no one misses an update because they scrolled right past your quest on accident. Right now, opening images dominated by bright oranges, bright yellows, and/or any reds would really stand out. Heavy neon green would stand out a lot, too.
-Consider continuing to use this thread/running this quest to flex your writing muscles and test your imagination. Either as a training ground for your other quest, or if you get the urge to write a secondary quest, you can morph this into just about anything since it's still so open ended.
-Consider a tripcode. Likely unnecessary, but could be helpful in some mechanical aspects of running a quest, or inspiring people to join your quest.
Good luck. Have fun.