So one thing I have decided to do was add an optional system into my quest hub. All my quests will be launching from the same map/instance. I have planned accordingly by adding options that will continuously expand as the players go through multiple quests overtime. This is all just extra immersion, getting to know NPCs, learn more lore etc. Players who don't have any interest in going that deep can still get into the main portion fast and still enjoy it of course.
It's easy to say a, b, c happened when it is linked in a campaign. But what about when you have separate quests that are not really linked but you still want to acknowledge the fact that a player may have played this other quest or perhaps all your other quests?
I just wanted to share what I am doing and then people if interested can chime in.
First off, even when it comes to stand alone quests I will release or separate campaigns I will always have a chronological timeline of sorts. Which will help add options that can refer back to previous missions. But getting a system in place like that is not something that can automatically be done. So for anyone who is interested I suggest the following.
I will personally be using a book, which will be off in one of my repeat map instances. This book is mostly OOC information and I will state that right off. What will happen is players will see something along the lines of..
OUT OF CHARACTER Information Within
This is for players who have played other quests by <Author Name>. You may click on a quest name and then choose options within to enhance your experience in this quest with extra dialogue options or events related to other quests and choices. You can obviously choose these enhancements without having done the quests, but I suggest playing the quest without these enhancements if you have not experienced the quests listed within yet. Also may contain spoilers from the listed quests.View Quest List
The Goblin's Gem
- Chose to let the goblin keep his gem = Token of Friendship (Quest Item)
- Bullied the Goblin and Stole the Gem = Goblin's Red Ruby
Now let's say part of the quest the character is currently one has him passed through a forest. Well if in the previous quest he had chose to steal the gem you could add an extra encounter linked to that quest item where the goblin tries to steal it back... OR if he let the goblin keep it, perhaps he is attacked by a bandit party, but then the goblin and his buddies (Guard Encounter) show up and help him!
Personally I intend to try this out and see what people think about it in the game. I realize its an 'odd' way of doing this, but I think it's a workaround that could really enhance the way people play foundry content.