Hello,
I am having problems adding a choice to my foundry quest/mission. I want to be able to do one of three different quests. However, picking one will disable the other two and will not hamper the player's progress.
In the story tab of the Foundry it lets you put dialog and kill enemies as specific mission/quest objectives.
For instance, it starts off with the
"Quest Start"
then the...
"Map Transition"
then your first quest objective (for instance, a dialog option to talk to a dwarf)
etc...
Is it possible to have a Dialog option that gives you three specific choices (A, B, or C)
Depending on which choice you do... the foundry quest moves to that specific quest objective, but not the others?
Then after you complete the objective (regardless of which one you picked), it moves to the next dialog option?
For instance...
"Quest Start"
"Map Transition"
"Intro Dialog" (this gives you quest A, or quest B or quest C)
If you select A, then you get the quest to kill A (but not B or C). Likewise, if you select B, you get to kill B (but no option about A or C). Furthermore, if you select C, you kill C (but get no option about A or
. Regardless, which option you selected - it moves to the next Dialog option?
Specifically, I want a monster encounter to "Appear" when A is selected (but not B or C). Likewise, a different monster encounter to appear when B is selected (but not A or C) - or a third monster encounter will appear when C is picked (but not A or
.
I understand how to make a specific monster encounter to appear if it is done like this:
"Quest Start"
"Map Transition"
"Intro Dialog"
"Quest A"
"Quest B"
"Quest C"
"Second Dialog"
I would put in visibility, objective complete "Intro dialog" and the monster encounter for A will appear. Then put in visibility, objective complete "Quest A" and the monster encounter for B will appear. Lastly, put in visibility, objective complete "Quest B" and the monster encounter for C will appear. However, I do not want this linear approach. I want a choice...
"Quest Start"
"Map Transition"
"Intro Dialog"
"Quest A" or "Quest B" or "Quest C"
"Second Dialog"
Comments
Or think of it as all objectives have to be completed. You can't have a choice of doing one objective or the other.
But that is only if you use the story board. You can have side quests that don't show up on the story board and then direct the players to do one or more of them. Of course the player doesn't have to do any of them to finish the quest (unless you get tricky by having an item awarded by the side quest that is required to move the main quest along).
Better to rethink your story so it fits the tools.
Let's say for example your story had a town and you discovered as they were going on the main story objectives, that there was some left over gondish powder (D&D version of bombs or explosives) buried in several barrels in the town, and you found the detonator in the hills near the village. The choice would be do you detonate it and blow up the town or do you disarm it and save the village.
To do this without using the Story Objectives you'd have to lead them to the detonator somehow, then make it a contact and give them dialogue options to destroy or save the town. If they choose to Save it, nothing happens and the town survives and they can quest through the area. If they destroy the town you could simply set the buildings to vanish when that dialogue is reached, then put other ruined buildings and some fire effects that are visible when that dialogue is reached (for best effects don't let them be able to see the town while using the detonator)
Now you've got a real choice with consequences and it had nothing to do with the original story objectives. So it's possible it just means a lot of resource management etc.
Search @Longshire for 12 Foundry Quests, all are story driven adventures
Story -- Medium/Heavy, Combat -- Light/Medium, Lore -- Medium/Heavy