If youâve ever wandered through the worlds of Skyrim or The Witcher (or any other RPG) and thought, âHey, I could probably write an interesting quest of my own,â then Ethermore is your chance to do just that.Â
At Ethermore, we built our own custom quest writing engine to suit our needs and to be adaptable to the features we want to build as a Web3 blockchain RPG. Our players value their NFT characters, and our engine allows us to alter character metadata based on the actions the players make in the quests. If a player kills the innocent, their character becomes much more evil. If a player donates to the poor, their character gains just a little bit of goodness.Â
The more intricate your story, the more interesting decisions you can allow the players to make.Â
Table of Contents:
- Intro to the quest writing engine: a step-by-step guide to writing your first quest
- Setting choices
- How to set exclusive choices
- How to set choice consequences (change character metadata)
Introduction to Ethermoreâs Quest Maker
First thingâs first, navigate to the Quest List where you can see the âcreate your own questâ button on the top right. Itâll bring you to our Quest Maker.
Letâs get acquainted with it by writing our first quest. First, add a title here:
It can be anything you think sums up your quest best: The Red Wedding, The Battle of the Bastards, Joining the Imperial Legion, whatever your creative mind can come up with.
Next, select an image to use as the main background image throughout the quest.Â
We have a library of images available to choose from as the default image, but you can also upload your own throughout each step in the quest.
Now, letâs start writing!
Iâm sure youâve noticed the âcreate stepâ button, but leave that for now. The quest maker automatically adds the first step for you. Click on it, so we can start writing.
Youâll notice that there are multiple columns here:Â
- Condition
- Condition values
- Question
- Answers count
- Action
Weâll go through each of these in detail later. For now, click on âAdd.â
After clicking on add, the quest maker will load the text editor, and this is your home. This is where all the writing happens, so get accustomed to it.
Click on this empty space below the toolbar.
Now, letâs move on to the fun part: adding options/choices for the player. How much do you want the choices the player makes to affect the story? How much do you want to penalize or reward players for the actions they take in Ethermore?
Your answer to those questions will determine what kind of quest you write and what options you give to the player.
To illustrate this and to show you how to add choices to a step in the quest, letâs pretend the player is walking through the forest and sees a bunch of bandits attacking an old man.Â
This dropdown list determines who gets to see (and potentially choose) a quest option. Leaving it as the default means that everyone can see those options, regardless of what kind of character they are playing with. Letâs go ahead and add 2 default options: 1. Walk away and pretend you didnât see anything, 2. Confront the brigands.Â
To do that, leave the dropdown to default, and click on âAdd Answer.â
Clicking on add answer opens a new line where I can write the text that is displayed for each decision.Â
Letâs go ahead and add 1. Walk away and pretend you didnât see anything, and 2. Confront the brigands.Â
Now that weâve added these two answers and left the condition as âdefault,â anyone who plays this quest gets at least these 2 options.Â
But letâs spice things up a bit and reward players for owning unique character NFTs. The best way to do that is to add custom choices for players depending on their character traits.
For example, people who have specifically chosen to play with a Ranger class probably enjoy fighting from afar. All the Rangers of Ethermore have bows, so why donât we add a choice just for them. Letâs give these players the ability to engage the enemy from afar and gain the upper hand.Â
How to Set Exclusive Choices
To do this, letâs add the option âNook an arrow and loose it at the brigand leaderâs head,â and make this option only available to those whose character is the Ranger class.Â
To do that, first, click âsaveâ in the bottom right.
Thisâll bring you back to the Step menu, and youâll notice that youâve successfully created 2 default options for anyone playing the quest.
Now, click on the duplicate icon next to the red trash can.
This makes a perfect duplicate of the work you just did. Click on the second default line.
This time, click on the default drop-down menu and select âclass.â
Next, in the dropdown to the right, select âRanger.â
This ensures that now every option here will be only seen by those who are playing with a Ranger NFT.
All thatâs left to do is add our answer text, âNook an arrow and loose it at the brigand leaderâs head,â and hit Save in the bottom right.
After you hit save, youâll now see that for this step in your quest you have 2 default options for everyone in the game. And now, Rangers have those same 2 default options, plus the exclusive option to shoot their bow at the brigand leader.
Congratulations! You just created your first exclusive quest option and (possibly) a branching line in the narrative.
How to Set Choice Consequences
In life, all our actions have consequences, and the world of Ethermore is no exception.
Now that we know how to set choices, itâs time to learn how to set consequences.
What are âconsequencesâ in Ethermore?Â
When we talk about setting consequences for a playerâs actions in a quest, what we really mean is triggering a change in their characterâs affinity between good and evil, chaos and order.
Currently, these are the two metadata attributes you can trigger a change in depending on the quest options you provide.
For example, letâs say the character has to decide whether or not to steal an item when the shopkeeper has turned his back. If the player does steal the item, you can trigger a -1 on the Good/Evil scale, which will then be added to the playerâs metadata at the end of the quest, affecting their characterâs overall affinity.Â
These changes in affinity will be shown in the quest results at the end of each quest. You can see in this example the character made choices that resulted in a -2 in the Chaos-Order attribute. A negative score means we leaned toward Chaos or Evil. A positive score means we worked towards Order or Good.
In this example in the image above, I gained two Chaos points. Perhaps I stole someoneâs sweetroll!Â
Setting Choice Consequences in the Quest Maker
How to set these consequences is actually pretty simple. Letâs go back to our previous example of the brigands harassing an old man.
One of our options was to walk away.Â
Turning a blind eye to injustice seems kind of evil to me, so letâs make sure the player knows they did something bad by giving them a -1 in the Good-Evil alignment score for this action.Â
First, Click on the Eye Icon
This will open up a new window. Next, click âSelect Action.â Then, select âChange Metadata.â
After that, click on âPlease select metadata method.âÂ
From this dropdown, select Evil/good. Then, under âset pointsâ we can set the score based on the severity of the action. Right now, weâre working on a 3 point scale, meaning:
- +3 = really good act (saving someoneâs life)
- +2 = moderately good act (helping a lost child find their mother)
- +1 = fairly good act (giving a coin to a beggar)
- -1 = slightly evil act (shouting insults at someone)
- -2 = moderately evil act (stealing from a shop)
- -3 = really evil act (murdering someone)
So, for the act of turning a blind eye to an old man being robbed, letâs call it a slightly evil act and give this player a -1.
Finally, hit âsaveâ in the bottom right, and weâre done! You can follow the exact same process for changing a playerâs chaos/order affinity.Â
Final Thoughts
Kudos on making it to the end of our guide on how to write quests for Ethermore!Â
This should be more than enough to help you get started writing your own quests for our community to enjoy. If youâve ever dreamt of writing your own quests for video games, this is your chance for a break into the industry.Â
Stay tuned for our future guides on Ethermore quest writing, including an upcoming guide on how to set branching storylines in Ethermore quests.