New type of achievement: Mission / Tasks
This is only a crude idea, but perhaps it may become fruitful. The basis of this idea is that, since we're getting more diversity in rooms, we could make some special missions / tasks based on a certain room couple. This would amount to the following:
- If a certain room, part of a mission, is selected, the other room which is part of the selection is selected.
- One mission per session.
- A mission / task involves doing an act in one room, moving to the other and then perform another act there.
- By a certain influence in the algorithm, these rooms will not be placed adjacent to each other.
- It is possible that these tasks involve certain creatures (as with the Lair of the Imp) or the Maze and the Minotaur.
Acts could be anything at all, really, but some examples would be:
- Willingly equip a horrific cursed item which drains health each turn and bring it to the workshop of the blademaster to drop it in.
- Guide a weary traveller from a random room to the Elemental plane of Smoke, his home, safely.
- You have 10 turns to get from room A, where you find out about the awakening of horrible monster M to room B, where you can stop him from emerging (or fight a very tough fight).
- Bring an item from room A to room B, while a levelless monster tries to find you.
Of course, the player should be rewarded for such an endeavour, either in unique items, an ally, a religious bonus when the system is implemented, a power or something akin. Let me know what you guys think!
EDIT: related issues: #32, #42, #49
I'd love to have more interactivity of roughly this kind in the dungeon. However, from an aesthetic point of view, I think it would be better if these things didn't feel like a "quest mechanic" of the usual RPG type, but more like organic components of the dungeon.
So I'm not hot about stuff like "escort this guy to that place, and you'll receive reward X", which feels like a tacked on quest for the sake of having a quest,
But I'd love stuff like "you can read this ancient grimoire and be transformed by it, but you now have 20 turns to get to the room where you found the statue of Drakul and deal enough damage to the creature while it slowly turns to flesh ... or fight it". That feels like a part of the dungeon.
"Only when you wear this horrible cursed item will this door open for you" is also totally fine.
(It is a bit like what Brogue calls a "machine": http://brogue.wikia.com/wiki/Treasure_Machine , http://brogue.wikia.com/wiki/Key_Holder )
Is the difference I'm trying to make clear to you, and do you agree with me?
I really liked the ideas in #42 and #37 - I think that having it connected to score (with a table of top scored games and a description of what was accomplished) is better than achievements.
I agree that being a courier is boring. The quickly-escape-big-bad-monster one is cool though.
I fully agree with you on this point. The example of the weary traveller wasn't meant as a standard quest like example. I meant it as a neutral person who, dependent on the reaction of the player, would either become hostile or would cooperate.
It would be fine with me to integrate those 'quests' in a point system.