Any of the factional membership tests/quests could be viewed in this way, when the player's stats and skills are taken into account.
Each quest group is three-fold. A triple failure would mean that the faction denies the player membership. A triple success would mean the faction welcomes the player eagerly. A 1-2 or 2-1 success ratio, with the right stats and skills, could result in a grudging sort of acceptance and less exciting quest rewards (items, experience, training) 2009/11/29 Kai Sterker <kai.ster...@gmail.com> > On Sat, Nov 28, 2009 at 6:19 PM, Andrew Phillips <phillip...@gmail.com> > wrote: > > > I like this idea as well. We've designed DB so far with Pass/Fail quests. > > Most other games are this way as well. Life is rarely resolved so > > decisively. I'll think about how to partially win (or lose) some of the > > quests we've designed. > > That would be great. I guess there are a few good candidates already. > (Possible spoilers below): > > * The test in "The Path to The Door" > * Liberating the Yetin monastery and saving Abbot Tham (or not) > * The confrontation with Alek, which can already be influenced by > collecting some of the Enders tokens and will allow the player to > continue even when losing the battle. > > We just really haven't laid down the consequences/rewards in detail. > > Kai > > > _______________________________________________ > Adonthell-devel mailing list > Adonthell-devel@nongnu.org > http://lists.nongnu.org/mailman/listinfo/adonthell-devel >
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