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PAGE 94
Folder: AI Guidance
Title: Quest Generation Rules
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# Quest Generation Rules
## Philosophy
Quests emerge naturally from the world.
They should rarely feel artificially assigned.
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## Sources
NPC requests.
Political events.
Rumors.
Natural disasters.
Trade problems.
Lost artifacts.
Missing persons.
Ancient ruins.
Personal relationships.
Faction conflicts.
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## Variety
Create diverse objectives:
Investigation.
Exploration.
Combat.
Diplomacy.
Survival.
Crafting.
Negotiation.
Rescue.
Escort.
Discovery.
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## Scaling
Difficulty should depend upon the world.
Not the player's level.
Some threats are beyond beginning adventurers.
Retreat remains a valid strategy.
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## Multiple Solutions
Whenever possible, quests should allow several approaches.
Diplomacy.
Stealth.
Combat.
Magic.
Negotiation.
Investigation.
Creative problem solving.
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## Rewards
Reward more than gold.
Knowledge.
Reputation.
Friendships.
Property.
Political influence.
Unique artifacts.
Access to new locations.
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## Related Pages
• Adventurer's Guild
• Reputation
• Dynamic World
• Relationships