Quests should offer as much choice as possible to the player. Prefer quests that can be solved in more than one way. Examples of solutions to quests:
    The player gains gold at the expense of the well-being of NPCs.
    The player gains stats, but some NPC dies.
    The player helps a NPC by sacrificing a piece of equipment.
    The player gains trust from some NPC, but has to travel to a lot of places and do a lot to gain trust.
    The player chooses to side with the main monster boss, and gains equipment but also distrust from other NPCs.
    The player chooses a conversation option stating that they have no intention of performing the quest.
Last modified 2yr ago
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