I wish to place bits of trivial information throughout a quest that the player may discover and are not required to find (i.e.: Easter eggs or even a note from the DM about some aspect of the quest).
The only way I've found thus far is to place the interactable though the story line but then it's a required thing.
would I possibly need to create an item like a scroll and then the player would have to pick it up to read it, or is there a better way to do this? I would prefer not to take up player bag space for optional things.
NW-DF66TLIAM = MOB for a day
NW-DFOEHE955 = Woeful Cave (in production but testable)
When you place the item (book, scroll, sign) you can give that item dialogue like an NPC (can skip through various pages as well). This doesn't need to be tied in to your Story page.
Any contact, be it object or NPC, can be made outside of story board. Try it. It's one of the few Foundry features allowing us to make non-linear quests.
You need to designate the item as a "contact" and give it "dialogue"--which is a bit counter-intuitive, I know, given "contact" is a separate checkbox from "interactable."
Rise of the Fell King - A Forgotten Realms campaign (work in progress) NWS-DS38FJ5R8 Part One: The Fell Cavern (looking for feedback!) NW-DTWX9RBQH Hopefully more to come!
What the people above have stated. Just in case you haven't noticed, most Cryptic official quests have only ONE goal in the storyboard: kill the boss. Every single other encounter was just placed there. Nothing was placed into the storyboard except the one end goal (which is why the golden path always continuously leads all the way through the map to the end).
I rarely place *anything* into my storyboard unless it is a specifically intended goal. Everything else happens outside the storyboard.
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Part One: The Fell Cavern (looking for feedback!) NW-DTWX9RBQH
Hopefully more to come!
I rarely place *anything* into my storyboard unless it is a specifically intended goal. Everything else happens outside the storyboard.