I recently started working on a Foundry story. Having been a DnD tabletop player I wanted to make my story as close as possible to a tabletop. As a result, I find that I need to often make dialogue choices result in multiple possibilities (Helpful response, bored/neutral response, angry/evil response). Is it possible to make different dialogue choices result in different objectives that can be completed?
Not really, but kinda. Foundry does not support OR logic, only AND logic. That being said, smoke and mirrors work well. You can always try and cheat something to make it seem that way, however, different objectives won't work AFAIK
My quest was deleted in July of 2013. There were no issues, it had not violated any rules. Was deemed a bug. That quest is still missing.
RIP - Dirty Politics May 21st, 2013 - July 30th, 2013
I don't know. You can have objectives next to each other and in the stickied manual the choice is given to either talk to an NPC or inspect an item. If they cancel each other out - I don't know.
yellowfever2Member, Neverwinter Beta UsersPosts: 5Arc User
edited May 2013
Heh, i did a branch but it seems to make me have to do BOTH...
I tried breaking the conversation into two portions but I end up with the same issue. I can start a fight, but i'd still have to talk and vice versa =/
if anyone has any ideas on an OR work around please let me know!
OR logic is not possible in the main story line, it is strictly AND logic. Actually all logic is AND logic, so it can take some creativity to get choices in, but it can be done. Just not on the main story line.
Foundry Author! Check out @gemstrike to see my quests
Want to make your own? Then watch my videos. New Videos Old Videos
OR logic is definitely possible at least to a certain extent... and with some creativity you can actually work it into the main story. For example, the quest I'm working on is an investigation/mystery type quest. At one point, you are prompted to question the locals in a village in order to advance your investigation (of course none are willing to help you unless you help them first). There are a number of different ways to complete the quest. For example, one particular npc sends you on a gathering type quest. Another asks you to kill some enemies. Another asks you to solve a problem entirely through dialog. You only have to help one to advance, but all paths converge on the same point. That is, once you've convinced an NPC to tell you what they know and send you on to the next part of the investigation, regardless of which NPC's hoops you decide to jump through, you end up being directed to the same place.
I accomplished this by using a 'reach point' objective in the main story (with no waypoint and text something along the lines of "Question locals to determine how to proceed with your investigation") and then having the point blocked by an invisible wall which can only be deactivated by helping one of the six NPCs. (Getting the OR logic into the deactivation of the invisible wall was actually kind of tricky and would require a lengthy explanation. If anyone is interested, let me know and I can try to explain).
So, in simple terms, OR logic is not possible within the main objectives. However, with some creativity, OR logic is possible in between objectives through dialogs and various other interactions. You can make your main objectives impossible to complete without first going through the branching OR logic placed in between (NPC dialogs and interaction), thereby introducing choices and multiple paths into your main story.
The main limitation is that no matter what, all paths have to converge every time you place an objective on the storyboard.
In theory, if you wanted a quest with multiple endings, you could do something with no objectives whatsoever on the storyboard aside from the "Quest Reward Chest". At each end point, you could have an NPC direct the player to return to the beginning of the map (where there is a newly unlocked door) and collect their reward. Only thing is that such an open ended quest line would be limited to a single map.... or at least, you'd only be able to do something like this on your final map.
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RIP - Dirty Politics May 21st, 2013 - July 30th, 2013
I tried breaking the conversation into two portions but I end up with the same issue. I can start a fight, but i'd still have to talk and vice versa =/
if anyone has any ideas on an OR work around please let me know!
Foundry Author! Check out @gemstrike to see my quests
Want to make your own? Then watch my videos.
New Videos
Old Videos
I accomplished this by using a 'reach point' objective in the main story (with no waypoint and text something along the lines of "Question locals to determine how to proceed with your investigation") and then having the point blocked by an invisible wall which can only be deactivated by helping one of the six NPCs. (Getting the OR logic into the deactivation of the invisible wall was actually kind of tricky and would require a lengthy explanation. If anyone is interested, let me know and I can try to explain).
So, in simple terms, OR logic is not possible within the main objectives. However, with some creativity, OR logic is possible in between objectives through dialogs and various other interactions. You can make your main objectives impossible to complete without first going through the branching OR logic placed in between (NPC dialogs and interaction), thereby introducing choices and multiple paths into your main story.
The main limitation is that no matter what, all paths have to converge every time you place an objective on the storyboard.
In theory, if you wanted a quest with multiple endings, you could do something with no objectives whatsoever on the storyboard aside from the "Quest Reward Chest". At each end point, you could have an NPC direct the player to return to the beginning of the map (where there is a newly unlocked door) and collect their reward. Only thing is that such an open ended quest line would be limited to a single map.... or at least, you'd only be able to do something like this on your final map.
http://nw-forum.perfectworld.com/showthread.php?214151-Question-Quest-Progression-Task-1-OR-Task-2-OR-Task-3-then-progress