Well, Random Quest RPG has been coming along very nicely, but what I am missing is a storyline for 2 of my main quests, each town has 5 small small quests, and one big one, and you have to finish all quests in one town before you can move on to the next town, and you must finish all the small quests in a town before you can do the big quest.
Now, my problem is the big quests, each big quest has to be because of Dar'o Mothlog, and has a spell that you earn after the quest, my spell ideas are for town 2, a spell that turns you into a marine and freezes all enemy units around you, for a random amount of time, obviously.
My third town's spell turns you into a Fire Sage(any ideas on the unit?) and makes a wall of fire around you for a limited time that kills all units that touch the wall.
Now comes your turn, each spell, during the quest, randomely turns on, and lasts for a random amount of time, after the quest you can use the spell whenever you want for a random amount of time. What I need is a storyline to go with WHY each spell randomely happens.
Please help
You mean why the ammount of time on each spell is never the same? The time space continium fluxuates and is uncontrollable... How would I know. Magic itself, even if it is/was real, is completely random and is different for every individual.
Because the magic inside you builds up and casts the spell..by the end of the quest you learn to manipulate when the spell casts. Magic is like of earthquake.
Good thinking, but I think we need to have a different cover story for each one, maybe a fire sage possesses you???
OoooooooooooooooooOOOOOOOOOoooooooooH! I get what you are saying now.
Have it so you carry objects that have spirits/energy stored within them and grant you magics, bla bla bla. So basically, after each quest, you get an item that triggers that ability.
Yes. and during the quest that spell is triggered randomely, then after it you gain control over the spell
For the fire one, a story would be. You're walking in enemy territory, and there's a lot of spell casting in the air. Because of the spell casting, leftover energy builds up, and blows down on the earth. That, combined with the environment, causes spells to happen. When you have finished the area, you learn to control the energy of that spesific area, and you can draw upon the power of it anywhere.
I'll think about it and I'll show you my ideas tonight.
Good idea, since I was thinking for my last quest(fire one) it would have to be a huge battle, and that will do nicely.
Are you speaking of my idea? or JoJo? or iHaveNoRegrets'? Noone would know for sure unless you specify a bit more. Like adding a quote.
Yours
Ok, just needed to know. Glad to be of some help.
Aww... Meh. Well, I'm always here to chuck my two cents.