This is intended to be implemented alongside the
Treasure Maps and Buried Treasure suggestion, to compliment and balance it. It could just as easily stand alone though, so there are two possible versions suggested here. It would be more complicated than the Treasure mechanic, but I believe even more worthwhile. I would argue for both, as they really do capture what I feel are two of the main themes of the game, exploration and shamanism, and would work well together in balancing the Outsider and Native factions. This suggestion is less well-formed, with many of the specific details being just rough ideas, but the concept is simple.
Version 1 (in conjunction with Treasure Maps and Buried Treasure)A new hut would be added to Native villages –
Vision Hut. When in the Vision Hut, an additional action button would be available; ‘meditate’ or ‘receive spirit quest’ or the like, for the cost of 10AP. Flavour text along the lines of
“You close your eyes and commune with the ancestors. The spirits require you to prove yourself and set you a spirit quest. You must [insert quest here] to receive their blessings.” A random spirit quest would then be set. Further meditation would be possible to receive a different quest, fo variation or RP purposes – hence the AP requirement to prevent them effectively being chosen.
The information below the map interface would then read along the lines of ‘You are ClickClick, a native from Dalpok, and you are currently on a spirit quest to [insert quest here]’ Outsiders would require Native Knowledge to undertake a spirit quest.
Suitable quests could include, but are far from limited to: kill 10 tigers/alligators/rhinos/bears etc; heal 500HP; kill 3 pirates/cannibals; travel to the waterfall/a ruin/a cave/a shaman/another Vision Hut; find a shargle egg; fill a gourd from the waterfall; etc. Feel free to make suggestions – this is where the details get a little sketchy.
When the quest is completed, you receive a message such as
“The spirits are greatly pleased by your efforts and obedience, and bestow their blessing upon you” and you receive 150XP. This is greater than the trading or treasure hunting bonus to reflect the additional effort and AP required. Quests can be carried out repeatedly.
To prevent the database from having to keep track of quests which will not be completed, they will expire after a week.
“The spirits are displeased by your lack of efforts in gaining their favour, and withdraw their quest.”A statistic would be added to profiles and statistics pages – ‘Spirit Quests Completed’ and ‘Top Spirit Questors’ respectively, to encourage competition.
Variations:
Certain quests would be available from certain villages, to encourage travel and make completing them all more difficult.
If a character completes all the available quests, they receive a one-off reward of 1000XP – this would encourage long-term commitment to the game. An additional, more detailed statistic page would be required to keep rack of completed quests.
Quests could be chosen from a drop-down menu rather than bestowed randomly – less engaging from a narrative point of view, but perhaps less frustrating too.
Rather than having a new type of hut, quests could be received from shamen – slightly less work required, and also opens up the possibility of hard-to-get quests from roaming shamen.
Version 2 (Stand Alone)Basically as above, but quests are received from shamen, in all towns and villages, and outsiders do not require Native Knowledge to undertake them.
As said elsewhere, the lack of set objectives can sometimes lead to a somewhat meandering, directionless feel to the game. This suggestion would give players something to play for that doesn’t necessarily require RP or interaction with others, and brings actual rewards in the form of XP and acknowledged achievements. There are also many, many examples of this in various cultures that fit perfectly with the shamanistic and spiritualistic themes of the game.
When taken in conjunction with the Treasure Maps and Buried Treasure suggestion it ensures there is a balance between the two factions without simply mirroring the other, adding variety and flavour to the game – Outsiders rely on objects whilst Natives work with the spirits.