Quest rewards and progression
Project Moira has a fairly rare setting of being in the real-world and being contemporary for an RPG. This adds new game design challenges, especially to quest rewards and quest progression. We currently have several solutions, some new, some tried and tested, some fun, some boring and combinations thereof. I've enlisted help of "me marras" to help gain a fresh pair of eyes on the subject and refine it to it's eventual conclusion. So far, what has come out of it is the idea of rewards and gating per tier rather than per quest. This is because we can't have the 100's or 1000's of rewards that make sense in a fantasy based RPG/ARPG. However this introduces new questions.
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