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How do you.... make choices in the Story tab?

boydzinjboydzinj Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
edited May 2013 in The Foundry
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 B). 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 B).


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"
Post edited by boydzinj on

Comments

  • daspiandrathirdaspiandrathir Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 9 Arc User
    edited May 2013
    i had the exact same question,been wondering the same thing, if so it would be so cool!
  • wininoidwininoid Member Posts: 534 Arc User
    edited May 2013
    You can have parallel objectives, but you'll still need to complete them all to move on. So you could enter dungeon and then have 3 things to do there: A) kill skeletons, B) talk to prisoner, C) pick up the key. Players could do them in any order, but they still have to do them all before the next objective becomes available.

    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).
  • tilt42tilt42 Member Posts: 0 Arc User
    edited May 2013
    There is currently absolutely no choice involved in things that are on the story board. Keep choices separate from that, and you will have some flexibility. I would advise not to get too involved in this kind of functionality until you're pretty comfortable with the workings of the Foundry however, for this can easily lead to bugs and frustration for both you and the players.
  • pastromypastromy Member Posts: 2 Arc User
    edited May 2013
    In my experience, you can't really have independent objectives. I tried to brute force this, and I wasn't able to make it work.
  • wininoidwininoid Member Posts: 534 Arc User
    edited May 2013
    You could make multiple quests and tell the player if you select option A, play quest 2A next. If you select option B, play quest 2B. But that will get messy.

    Better to rethink your story so it fits the tools.
  • myrkolithmyrkolith Member Posts: 212 Arc User
    edited May 2013
    You can actually have choices that would change based on the characters actions within your quest, however as mentioned it cannot be done as part of the Story Objectives as everything listed in those objectives must be completed in order to get to the end chest and be able to loot it.

    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.
    Conduit of Time: 7 Chapter Campaign in progress (Currently Chapter 6 Released)
    Search @Longshire for 12 Foundry Quests, all are story driven adventures
    Story -- Medium/Heavy, Combat -- Light/Medium, Lore -- Medium/Heavy
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