152 lines
3.3 KiB
Markdown
152 lines
3.3 KiB
Markdown
# {{Quest Name}}
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## Basic Info
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- **Type:** (Main Story, Side Quest, Corporate Job, Underground Mission)
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- **Giver:** [[Character Name]]
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- **Location:** [[Starting Location]]
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- **Level/Chapter:**
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- **Estimated Time:**
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## Summary
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- **One-liner:**
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- **Full description:**
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- **Why it matters:**
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## Objectives
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### Primary Goal
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-
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### Optional Objectives
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-
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-
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### Hidden Objectives
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- (Player discovers through exploration/investigation)
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## Multiple Approaches
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### Corporate/Official Path
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- **Method:**
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- **Requirements:** (Clearance, augmentations, faction standing)
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- **Consequences:**
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### Stealth Path
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- **Method:**
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- **Requirements:** (Skills, equipment, timing)
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- **Consequences:**
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### Social/Information Path
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- **Method:**
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- **Requirements:** (Contacts, reputation, knowledge)
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- **Consequences:**
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### Force/Direct Path
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- **Method:**
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- **Requirements:** (Weapons, combat skills, backup)
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- **Consequences:**
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### Underground/Illegal Path
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- **Method:**
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- **Requirements:** (Black market contacts, illegal tech)
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- **Consequences:**
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## Key Locations
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- **Start:** [[Location]]
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- **Main areas:** [[Location 1]], [[Location 2]]
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- **End:** [[Location]]
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## Characters Involved
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- **Quest giver:** [[Character]]
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- **Allies:** [[Character]]
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- **Opposition:** [[Character]]
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- **Information sources:** [[Character]]
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## Story Integration
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- **Plot relevance:**
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- **Character development:**
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- **World building:**
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- **Player choice impact:**
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## Moral Complexity
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### Ethical Dilemmas
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- **Gray area decisions:**
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- **Competing loyalties:**
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- **Unintended consequences:**
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### Faction Implications
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- **Corporate interests:**
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- **Resistance impact:**
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- **Civilian effects:**
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## Rewards & Consequences
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### Success Rewards
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- **Credits/Payment:**
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- **Items/Equipment:** [[Item]]
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- **Information/Data:**
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- **Faction standing:**
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- **Character relationships:**
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### Failure Consequences
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- **Story impact:**
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- **Relationship damage:**
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- **Future complications:**
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### Approach-Specific Outcomes
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- **Stealth bonus:**
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- **Combat penalty:**
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- **Social benefits:**
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- **Corporate favor/disfavor:**
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## Information & Secrets
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### What Player Learns
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- **Surface information:**
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- **Hidden details:**
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- **Corporate secrets:**
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- **Personal revelations:**
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### What Player Can Miss
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- **Optional discoveries:**
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- **Hidden areas:**
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- **Alternative solutions:**
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## Branching & Variations
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### Player Choice Points
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1. **Decision:**
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- **Option A:**
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- **Option B:**
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- **Consequences:**
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### Different Outcomes
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- **Best case:**
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- **Worst case:**
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- **Compromise solution:**
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## Technical Requirements
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### Gameplay Systems Used
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- **Combat:**
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- **Stealth:**
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- **Hacking:**
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- **Social:**
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- **Augmentation:**
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### Special Mechanics
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- **Unique elements:**
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- **Environmental puzzles:**
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- **Time pressure:**
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## Failure States
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- **Can it be failed:**
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- **Retry options:**
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- **Alternative completion:**
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- **Story continues anyway:**
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## Development Notes
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- **Design goals:**
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- **Player experience:**
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- **Technical challenges:**
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- **Testing priorities:**
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---
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**Tags:** #quest #[main-story/side-story/background-lore/set-dressing] #[faction]
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**Approaches:** #[stealth/combat/social/hacking/exploration]
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**Player Agency:** #[high-choice/medium-choice/low-choice]
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**Status:** #[concept/draft/implementing/complete/cut] |