Original Post
Hi all,
My game has a few secret quests. I don't want to advertise these quests to the players. If they complete certain actions, certain things will happen.
To complete one of these secret quests the char has to be carrying an item that they'd not normally carry - a stone plaque with engraved, meaningful text on it.
My dilemna is this; if I only create this one, specific plaque in my world, it's a bit of a give away that it's important. To hide its importance, I could create more plaques, which will take time (especially if their text is as rich as the meaningful text). If I create too many, players might not ever carry it and complete the secret quest.
Just a general question: do you have any thoughts on the balance between dropping obvious plot hints and "letting them work it out for themselves". I'm sure peope will create walk-throughs, but it excites me to imagine a small number of players completing this type of quest by themselves.
This quest isn't vital to the game (a single player RPG). It just leads to an alternate ending. But it IS a part of the story I want discovered, with "discovered" being the key word.
cheers
My game has a few secret quests. I don't want to advertise these quests to the players. If they complete certain actions, certain things will happen.
To complete one of these secret quests the char has to be carrying an item that they'd not normally carry - a stone plaque with engraved, meaningful text on it.
My dilemna is this; if I only create this one, specific plaque in my world, it's a bit of a give away that it's important. To hide its importance, I could create more plaques, which will take time (especially if their text is as rich as the meaningful text). If I create too many, players might not ever carry it and complete the secret quest.
Just a general question: do you have any thoughts on the balance between dropping obvious plot hints and "letting them work it out for themselves". I'm sure peope will create walk-throughs, but it excites me to imagine a small number of players completing this type of quest by themselves.
This quest isn't vital to the game (a single player RPG). It just leads to an alternate ending. But it IS a part of the story I want discovered, with "discovered" being the key word.
cheers