I think I finally figured out what was missing with my procedural quest generator. Now I’d like to ask for your help.
The quest generator produces very mechanical quests: Rats in the Innkeeper’s cellar? “Kill 5 Rats.” Painting in the public museum and not in the Corrupt Art Collector’s vault? “Steal the Painting.” Black Knight killed the Mayor’s son? “Kill the Black Knight.”
It also uses a planner to chain actions – “Collect hemlock and mandrake. Craft them into poison. Acquire a guard uniform. Infiltrate the castle. Poison the king.” – more interesting, but still mechanical.
Dynamic text templates based on the quest-giver’s traits and the target add some variety:
- Template: “{Hello}! {Kill} {TargetCount} {TargetDescriptor} {Target}”
- Inkeeper: “Hi! Exterminate 5 annoying rats.”
- Pirate: “Ahoy! Gut 5 scurvy mutineers.”
…a little more interesting, but still mechanical – do this, do that, receive a reward.
I spent far too long trying to devise more-interesting actions before realizing that all stories break down into nothing but mechanical actions (for the most part*).
It’s the motive for the actions that make a quest interesting. (If you disagree, please let me know why!)
(FWIW, I did prototype fully hand-written Mad Libs-style quest templates. They let the author convey motives and carefully hand craft sequences of actions, but they’re too cookie-cutter unless you write a gazillion of them.)
Instead, I think the happy medium is to preface the steps with a hand-written motive template. Instead of “Kill the Black Knight,” the quest would be “I’m wracked with grief! The foul Black Knight murdered my beloved son. I won’t rest until his death is avenged. Will you help? + Kill the Black Knight.”
The preface (“I’m wracked with grief… Will you help?”) is chosen from a library of templates based on how well it matches certain qualities (in this case: Quest-giver accepts Violence; Quest-giver is Vindictive; Quest-giver knows Target killed Victim; Quest-giver loves Victim).
It will still be a lot of work for the author to write a library of motive templates. But since motive templates can pair with different action chains, the quests should have adequate variety.
What are interesting motive templates?
Here are some I’ve come up with:
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Protect the Helpless: (Quest-giver abhors Violence; Quest-giver likes Target; Quest-giver is more powerful than Target; Target is threatened)
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Eye for an Eye: (Quest-giver is Vindictive; Target did deed that harmed Victim; Quest-giver likes Victim)
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Revenge for Murder: (Same qualities as above, plus Target killed Victim; this template has more-specific text referencing murder)
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Uphold the Law: (Quest-giver values Order; Target did deed that defies or threatens Order)
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Woo an Unrequited Lover: (Quest-giver loves Target; Target dislikes Quest-giver)
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Frame a Political Rival: (Quest-giver is Political; Quest-Giver is Devious; Quest-Giver dislikes Target)
Any other ideas come to mind?
- Dialogue-based quests (e.g., talk a suicidal jumper off a ledge) are beyond the current scope of this generator.