Players creating quests for players
https://alexschroeder.ch/wiki/2023-07-29_Players_creating_quests_for_players
by [@kensanata](https://tabletop.social/@kensanata)
(I backticked this because I imagine mentioning someone in a lemmy post is not good manners.)
I’ve been playing Palia recently, and one hung I thought was interesting is that they’ve replaced the concept of having a trading post with player quests.
Instead of buying an item you want, you can post a “request”, which other players can fulfill. Instead of receiving money, the fulfilling player receives “renown”, which is basically a type of XP you only get for completing quests.
Every request I’ve posted has been fulfilled, and it doesn’t require anything on behalf of the poster (except there’s a cooldown), so it’s a lot more satisfying.
It creates a dynamic where the newer players want to request things they need, while experienced players want to fulfill those for renown. This explicitly rewards altruistic behavior while also feeling more like a community and less antagonistic than a trading post.
Why do you think mentioning someone is bad manners? Especially when they’re the author. It may give them a chance to come and answer questions.
@JackbyDev I guess that’s a good point. I just didn’t want to subject someone a bunch of uninvited reply notifications.
@rpg oh, bother. The mention went through anyway.
I think that mention is the same as in your post
On the topic of the title: I conceptually like how Soulbound have integrated players making quests. As a downtime activity (or “endeavour”) a player can choose to “investigate a nemesis”, meaning that the player gets to work with the GM to make a new villain for the story, and in return they get a bit of extra xp when the villain is defeated.
However, I haven’t actually seen this option be used (nor have I really played enough for there to be many options to), so I’m not certain how it would shake out in play.