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File: Rulebook1.png (5 KB, 318x318)
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You are The Master watching The Player play The Game in accordance to The Rulebook below:

The Rulebook

The Player (@)
You have 6 health points.
When you hit 0 health points, you die.

You may attack for 1 damage.

When you accomplish things, you gain Potential.

You may try and spend Potential to remove, modify, or establish new rules.


The Master
Whenever the Player gains Potential, you gain an equal amount of Potential.
You may try and spend Potential to remove, modify, or establish new rules.

You may freely spawn Slimes inside The World.


The World
The map is a 5sq x 5sq grid.

Slime (S)
2hp.
May attack for 1 damage as an action.
Aimlessly wanders. When attacked, will chase and attack the aggressor.

---

Player HP: 6/6

Player Potential: 5
Master Potential: 5
>>
>>>/v/
>>
>>5956957
>Expand the world
>Make some buildings
>Add an enemy spawner that spanws slimes not far
>Add an NPC that only says ''HELLO WORLD''
>>
File: Rulebook2.png (15 KB, 876x401)
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>>5956963

>Make some buildings
>1 Potential.
Building (B)
Square buildings.

>A building is placed in cell A1.

>Add an enemy spawner that spanws slimes not far
Seems simple enough to do. You can already freely spawn slimes to begin with, after all.
>1 Potential.

Slime Spawner (SS)
Every so often, spawns a Slime.

>A Slime Spawner is placed in cell E1 and spawns a Slime in cell D1.

>Add an NPC that only says ''HELLO WORLD''
>1 Potential.
Hollerer (H)
When interacted with, says “HELLO WORLD!”

If we're lucky, maybe The Player will feel less lonely. Though you doubt he cares too much about that of stuff yet.

>A Hollerer is placed in cell A5.

>Expand the world
>2 Potential.

>Another row and column has been added. The World is now a 6x6.

The Player approaches the new Hollerer and interacts with it. It predictably says "HELLO WORLD!"

How quaint.

The Player moves its attention to the wandering Slime and engages in combat with it!

>Player attacks Slime for 1 damage.
>Slime attacks Player for 1 damage.
>Player attacks Slime for 1 damage. Slime is defeated!
>You gain 5 Potential.

Ouch!

---

Player HP: 5/6

Player Potential: 10
Master Potential: 5
>>
>>5956973
>Expand world some more
>Integrate a class system with 6 classes
>Spawn a chest with some healing potions for now
>>
>>5956973
>Spawn a chest with some healing potions for now
>Integrate a class system with 6 classes
>>
File: Rulebook3.png (17 KB, 1002x404)
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>Expand word some more
>1 Potential.
>Another column has been added.

>Integrate a class system with 6 classes
>Insufficient Potential! 180 Potential needed.
Looks like classes are a pretty lofty concept for now. About 30 Potential each, by the looks of it?

>Spawn a chest with some healing potions for now.
>4 Potential.
>New category created! 'Items'

Chest (~)
Can be opened. May contain items.

Minor Health Potion
Can be drunk to heal 4hp.

>Chest is placed on cell E5.

The player ambles on over to the newly placed chest and opens it, revealing 1 Minor Health Potion! He takes it.

>Player: 10 Potential to passively regenerate 1hp every so often.
Looks like our player is a bit of a hoarder, huh?

>Player waits around and regenerates 1hp (6/6).

>2 system logs hidden.
Wouldn't want to flood the screen with the background stuff, huh? Let me catch you up to speed: Looks like the Slime Spawner is working fine, having spawned 2 more slimes while our player was resting up.

>Player approaches a slime and engages in combat! 2 system logs hidden.
>You gain 5 Potential.
>Player approaches a slime and engages in combat! 3 system logs hidden.
>You gain 5 Potential.

>E1 SS spawns an S in E2.

You feel like you're sensing some irritation from the player from the non stop horde of slimes. Sure, they're not hostile. But it'll clutter the map real quick if it leaves it alone.

Player HP: 5/6
Player Potential: 10
Master Potential: 10
Inventory: Minor Health Potion (1)
>>
>>5956986
>Create new monster type
>>
>>5956986
>Make Spawners destroyable
>Expand World!
>Make uh, goblins
>Make slime variants
>>
File: Rulebook4.png (26 KB, 1170x627)
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>Make Spawners destroyable
>1 Potential.
Spawners can now be attacked and have 6hp.

The players perks up at it senses the shift in the Rules. It walks up and notices how beefy it is compared to the slimes.

>Player attacks SS for 1 damage (5/6).
>SS spawns a S.
Yeah, no.

>Player: 5 Potential to deal +1 damage.
>Player attacks SS for 2 damage (3/6).
>Player attacks SS for 2 damage (1/6).
>SS spawns a S.
>Player attacks SS for 2 damage (0/6). SS is defeated!
>You gain 10 Potential.
Looks like Spawners give off more Potential than Slimes. Neat!

>Create new monster type
>Make uh, goblins
>Make slime variants
>10 Potential.
Looks like making variants is a bit more cheap than making new monsters wholesale, but you make a small assortment of new monsters to pick from, and give yourself the ability to plop them down onto The World.

Earth Slime (ES)
2hp.
Takes 1 less damage from all sources.
May attack for 1 damage.
Aimlessly wanders. When attacked, will chase and attack the aggressor.

Fire Slime (FS)
2hp.
May shoot out a bolt of fire up to 4 squares away dealing 2 damage.
Aimlessly wanders. When attacked, will chase and attack the aggressor.

Goblin (G)
4hp.
May attack for 2 damage.
Aimlessly wanders. Chases and attacks the Player when near.

>New category created! 'Beastiary'. Moving appropriate Rulebook entries.

>Player attacks Slime for 2 damage (0/2). Slime is defeated!
>3 system logs hidden.
>You gain 15 Potential!
May as well clean up the remaining slimes while the player is at it.

>Expand World!
>9 Potential.
>4 columns and 5 row has been added.
Things are feeling a lot less cramped!

Player HP: 6/6
Player Potential: 30
Master Potential: 15
Inventory: Minor Health Potion (1)
>>
>>5957009
>Place a weapon chest and an earth Slime spawner

Could we have the player develop some kind of special technique?
>>
>>5957013
Yeah, anything is (theoretically) possible with enough Potential expenditure. You're getting some vague impression from the Players, but you don't currently quite have much means to communicate back outside your actions.
>>
File: Rulebook5.png (11 KB, 676x637)
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>Place a weapon chest and an earth Slime spawner
>6 Potential

Broadsword
Attacks deal +1 damage.

>New category created! 'Equipment'
>Category 'Items' renamed to 'Consumables'
>Chest is placed in cell H7.

Lets keep our records as clean as possible, lads.You make a simple weapon to start with, and place down a chest for the player to find it.

Earth Slime Spawner (ESS)
10hp.
Takes 2 less damage from all sources.
Every so often, spawns an Earth slime.

>ESS is placed in cell K5 and spawns an ES.

You feel a groan come from the player at the sight of a beefier version of a spawner. He ignores it for now in favor of the new chest, opening it and receiving the Broadsword.
>Player equips Broadsword.

>Player: 30 Potential to make and take on a Warrior class.
>HP increased to 10.
>Player now takes 1 less damage from all sources.
>Player now deals +1 damage.
>Player gains new Skill: Power Attack (2MP): Make an attack dealing +4 damage.

>New categories created! 'Classes' and 'Skills'

Looks like our player liked the sound of classes from earlier and decided to take things into his own hands. Seems like a worthy investment, anyway. Look at him go.

Though it looks like he doesn't actually have a mana mechanic yet, so the skill is briefly out of reach. Our player is mildly annoyed.

Player HP: 10/10
Player Potential: 0
Master Potential: 9
Equipped: Broadsword

Inventory: Minor Health Potion (1)
>>
>>5957036
>Expand World, specifically around the already placed building
>place more buildings in proximity to the old one to create village
>spawn a small number of NPCs with generic dialouge
>spawn 1 Quest Giver NPC
>>
>>5957036
>Make monsters drop gold
>>
>>5957174
>>5957189
Both of these are great.
>>
kill him next
>>
File: Rulebook6.png (33 KB, 1323x627)
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>Expand World, specifically around the already placed building
>4 Potential
>2 columns and 2 rows have been added.

>Place more buildings in proximity to the old one to create a village
>Building is placed in (the new) cell A1.
>3 system logs hidden.
You drop down a few more buildings near near the existing one, bringing it up to 5 in a loosely scattered collection. No mechanics which makes this give a benefit exists yet, but our World is starting to look cozy.

>Make monsters drop gold
>5 Potential
Monsters now drop gold when defeated!

>Player attacks ESS for 2 damage (8/10).
>Player attacks ESS for 2 damage (6/10).
>ESS spawns an ES.
>5 system logs hidden.
>ESS is defeated! It dropped 25 Gold. You gain 25 Potential.
Looks like our player wanted to deal with the problem before it became any worse, huh? At least it gives good Potential. He leaves the remnant Earth Slimes alone for now.

>spawn a small number of NPCs with generic dialouge
>1 Potential

Villager (V)
2hp.
When interacted with, responds with small talk.

>Villager is placed in cell B2.
>6 system logs hidden.

>spawn 1 Quest Giver NPC
>15 Potential
>New category created! 'Quests'

Slime Hunt
Hunt 10 Slimes of any type.
Reward: 50 Gold. 100 Potential.

Villager Elder (V!)
2hp.
Calls the shots around here. When interacted with, gives the Player a random Quest.

>Village Elder is placed in cell C4.
Wowza! A bit expensive, but look at the potential gains! Our player seems interested in the new Quest system introduced too, and quickly scurries on over to the so called village. He tries interacted with a random Villager first.

>Player interacts with Villager.
"Greetings, friend! Safe travels be with you!"

Snazzy.

>Player interacts with Village Elder.
"Traveler! Those Slimes are becoming a problem. Please help my village hunt them down!"
>Player accepts and gains the Slime Hunt Quest.
Now you're not sure if that's even true, since they're just hanging around. But I guess they share the sentiment of seeing them as clutter?

>Player: 10 Potential to be able to speak.
@: "Yeah, okay. Sure thing, boss."
V!: "Oh, thank you!"

Oh, cool! Looks like the player can speak now, but it's not like our NPCs are really good conversationalists yet. We work with what we have, I guess.

Player HP: 10/10
Player Potential: 15
Master Potential: 9
Equipped: Broadsword
Inventory: Gold (25), Minor Health Potion (1)
>>
>>5957727
> Create armor
> Spawn traveling merchant npc
>>
>>5957734
+1
>>
File: Rulebook7.png (36 KB, 1347x633)
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>Create armor
>5 Potential

Leather Tunic
Torso. Take 1 less damage from all sources.

>Leather Tunic placed in cell D5.

@: "No chest this time, huh?"
He calls out to the void, unmindful of the villagers watching him. They do seem momentarily confused, but without enough programming to really pursue it. They return to mindlessly meandering.

>Player picks up and equips Leather Tunic.

>Player engages ES in combat! Player attacks ES for 3 damage (0/2).
>3 system logs hidden.
>You gained 40 Gold and 40 Potential.
>Slime Hunt: 4/10 Slimes hunted.
Despite the Earth Slimes' defenses, it looks like our player hits hard enough to make quick work of the stragglers from the earlier spawners.

@: "Hey, with the quest up, I'd be okay with more slimes for once."

>Spawn traveling merchant NPC
>10 Potential

Bomb
Can be used to deal 8 damage in a 3x3 sq area 6 sqs away.

Traveling Merchant (TM!)
Sells basics items in exchange for gold. Leaves after a while.
Sells: Minor Health Potion (10G), Bomb (20G), Broadsword (50G), Leather Tunic (50G)

>New category created! 'NPCs'. Moving appropriate entries.
>Traveling Merchant placed in sq K4.
Here's a new item our player would probably be interested in. He walks over and accesses the shop.
>Player interacts with Traveling Merchant and buys 2 Bombs for 40G.

@: "Pleasure doing business."
TM!: "Always."

Player Potential: 55
Class: Warrior
Player HP: 10/10
Equipped: Broadsword, Leather Tunic
Inventory: Gold (25), Minor Health Potion (1), Bomb (2)

Master Potential: 34
>>
>>5957747
>Place a spawner for each slime type somewhat close to the village
>>
>>5957747
>Create [ Hidden Trigger! Bandit raid ]. After returning to the village two more times, a group of bandits will arrive and try to shake down the village elder for goods and valuables.
>The Player is unaware of this hidden event until it triggers
>>
File: Rulebook8.png (45 KB, 1351x639)
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>Place a spawner for each slime type somewhat close to the village
>1 Potential

Fire Slime Spawner (FSS)
6hp.
Every so often, spawns a Fire Slime.
When it spawns a Fire Slime, deals 2 damage to all adjacent enemies.

>SS, ESS, and FSS placed in cells G1, H1, and I1, spawning a S, ES, and FS.

@: "Okay, maybe a bit too much."

>Create [ Hidden Trigger! Bandit raid ]. After returning to the village two more times, a group of bandits will arrive and try to shake down the village elder for goods and valuables.
>The Player is unaware of this hidden event until it triggers

>Insufficient Potential! 120 Potential needed.
The Player raises his brow at the details of the failed implementation. Though it seemed to be done in pretty good faith, so he isn't too worried. Though it looks like obfuscating things in this manner is fairly expensive, needing 100 Potential for that component alone.

You'll make the rest for 20 Potential, though.

Bandit (%)
6hp.
May attack for 4 damage.
May rob a target, stealing 10 Gold.

Bandit Raid
After the Player return to the village 2 more times, spawn 5 Bandits nearby.

>New category created! 'Events'.

>Player: 30 Potential to gain 2MP and recover 1MP every so often.
@: "Hmm."
>Player: 20 Potential to create and lay down fences.

Fence (#)
2hp.
Cannot be passed through.

>Fence placed in sq F1.
>14 system logs hidden.
Looks like our Player decided to fence in the slimes into a one specific spot. You do notice it seems to be at a significantly worse rate for him to do this compared to you, having to spend Potential for each square of fence.

@: "That should solve the slime clutter problem. Also..."

>[...] system logs hidden.

The player simply watches the spawners do their job, creating a small pile of slimes aimlessly wandering the small space provided. They don't seem to super mind though, pretty comfy with their fellows.

>Player uses a bomb, hitting cells G2 to I5!
>Slime takes 2 damage (0/2). Slime is defeated!
>8 system logs hidden.
>Player uses a bomb, hitting cells G2 to I5!
>Slime takes 2 damage (0/2). Slime is defeated!
>5 system logs hidden.

>120 Gold dropped. 120 Potential gained.

Slime Hunt: 19/10 Slimes hunted.
@: "Nice."

>Player interacts with Village Elder and completes the quest Slime Hunt.
>50 Gold gained. You gain 100 Potential.
V!: "Oh, thank you traveler!"
@: "Nice! You're welcome."

>6 system logs hidden.
Well, no need to worry about the ecology. Looks like the Slimes are repopulating perfectly fine.

Player Potential: 225
Class: Warrior
HP: 10/10
MP: 2/2
Equipped: Broadsword, Leather Tunic
Inventory: Gold (195), Minor Health Potion (1)
Skills: Power Strike (2MP)

Master Potential: 234
Active Events: Bandit Raid
>>
>>5958431
Oh, forgot to note, Bandits also aggressively seek to rob targets.

I should also note you guys are welcome to be more specific in your implementation for some silly Dwarf Fortress style unexpected interaction with rules, was my intent with this Quest

Though not necessary, y'all go at your own pace
>>
>>5958431
> Create Goblin spawner.
> Create minable ores
>Create Slime Merging where if two unmerged slimes meet up they merge into a stronger and or combine elements.
>Create blacksmith shop in the village
>>
>Create minable ores
>Create blacksmith shop in the village
>Create Slime Merging where if two unmerged slimes meet up they merge into a stronger and or combine elements.
>Allow merged slimes to consume ores and gain bonuses based on the ore. Killing the slime will drop a smaller, purified piece of ore.
>>
>Create trees
>Create an acid slime capable of destroying environmental objects (such as trees and buildings) over time. Don't include an AI to do so yet, currently it just deals damage when it randomly bumps into objects.
>>
I hope this thread is not dead already
>>
>>5958453
>Create Slime Merging where if two unmerged slimes meet up they merge into a stronger and or combine elements.

One small step for @, but a great step towards slime girls! With that in mind, dump a bandit into a huddle of slimes to see what happens, if nothing else, the bandit’s agony would be amusing enough to make it worthwhile.



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