Quests
Your Adventures start here...
Some types of quests:
Errand Quests-This common type of quest requires you to act as a messenger, bringing news or a specific item to someone or someplace. These are usually the easiest to perform, and just involve finding the appropriate staff character or arriving at a specific place at a certain time.
Collection Quests-These require more time, and often you may not be able to complete at a present moment. If "the barmaid requires a paintbrush" is your quest, you may have to wait until the next day to buy, barter, or make one. Collection quests sometimes require numerous items, almost like a scavenger hunt, and may involve other quests to obtain items.
Headhunting Quests-These require you to defeat some character in combat, such as killing a bandit in the forest or dueling a player or staff to get something from them. These almost always involve combat, though sometimes intellect and eloquent words are all that is necessary to get what you need...or more.
Profession Quests-If you choose to specialize in a specific talent, or just want to give it a try for an hour, you can receive specific tasks by the staff artisan as to what you need to create. This can be a certain number of simple items: making 8 candles of 1-inch diameter. Or it can be more complex: create a multicolor glass vessel that can be corked.
Adventures-These quests are considerably complex, and may involve elements of the above quests. Your knowledge of the true objectives can be vague or incomplete, and you may realize that you know only part of the 'true' quest, and that your peers may have similarly vague instructions. Adventures may require teamwork, reading, waiting, or smaller quests before you can fully unravel; some are solved like true mysteries, and the plot/themes of the Adventures are part of the Camp experience itself. These arcing adventures undoubtedly have the greatest rewards.
House/Group Quests- For certain quests, you must assume specific roles and venture as a group. These multi-hour long adventures could also go out into the forest. Each person chooses roles (warrior, tracker, navigator, herbalist, translator/linguist, healer, etc) and each event or encounter in the woods requires one or more of those particular skills, group decision-making, and teambuilding. These adventures can have personal rewards, or bring great recognition to a house.
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Quests
