RMVXA Weapon Side-Quest Idea

Dunkle_G

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Been working on a small RPG project, and had an idea for some side quests to implement. Basically there's a shopkeeper that sells pretty terrible swords that have low stats. Some of them would also give the wielder 1 extra skill while it's equipped. Each sword has 1 side quest attached to it, all of them involving combat. You would have to beat a certain number of enemies with either the skill the sword gives you or just attacking the enemy normally. After completing the quest, you'd get a great item in return. Upon completing each quest, 10 in total, you'd be able to buy the best sword in the whole game. Along with that, you'd only be able to buy 1 sword at a time, and would only be able to buy another one after beating the side quest. Also, each time you access a new world, 5 in total, 2 new swords will be added to the shopkeepers list.
Do you all think this system could work? And if so, how could I put it into my game?

(If I need to move this somewhere else or give more details, let me know. Still new to the forums so yeah.)
 

h0tWalker

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Are these weapons gonna be the only available weapons in the game?

If yes, you should really make it appealing to choose said sword over the other selection. The first weapon should be somewhat pushed onto the player, guiding them through the first one, while giving some lore to catch their interest.

An example could be where you enter a blacksmith. A NPC is talking to the smith, who presents an enchanted sword. While weak in nature, it contains a mana shard that can increase its power. As magic goes, these swords don’t choose just about anyone, but that doesn’t mean they only choose one. The NPC picks up the sword, but feels nothing, throws it at the counter and leaves, calling it blasphemy. You walk up, curious about this sword. Picking it up, you see flashes, showing memories of a fallen soldier stuck in time. You get a quest to kill the foe who put an end to his family, hidden in the deepest part of the Dark Forest. While you don’t get a direct view of your foe, you can leave a hint in the memory fragments. The sword grants you the ability to use “Shield”, an ability that will help you overcome your challenge (not said out directly).

Once the foe has been defeated, the sword flashes, and the memories leave the sword, unleashing its true potential as it no longer occupied by the memory fragments. While this isn’t told to the character, he reacts to the light by thinking. “Whats this light…?”, “I should go talk to the smith regarding this, he certainly seemed to know a thing or two about this.”

The idea is that you have to guide your player through the first one to some extent, and reward them for it. If there is other weapons in the game with better stats, they will probably ignore the side quest unless you guide them and make it worthwhile.
 

Dunkle_G

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Are these weapons gonna be the only available weapons in the game?

If yes, you should really make it appealing to choose said sword over the other selection. The first weapon should be somewhat pushed onto the player, guiding them through the first one, while giving some lore to catch their interest.

An example could be where you enter a blacksmith. A NPC is talking to the smith, who presents an enchanted sword. While weak in nature, it contains a mana shard that can increase its power. As magic goes, these swords don’t choose just about anyone, but that doesn’t mean they only choose one. The NPC picks up the sword, but feels nothing, throws it at the counter and leaves, calling it blasphemy. You walk up, curious about this sword. Picking it up, you see flashes, showing memories of a fallen soldier stuck in time. You get a quest to kill the foe who put an end to his family, hidden in the deepest part of the Dark Forest. While you don’t get a direct view of your foe, you can leave a hint in the memory fragments. The sword grants you the ability to use “Shield”, an ability that will help you overcome your challenge (not said out directly).

Once the foe has been defeated, the sword flashes, and the memories leave the sword, unleashing its true potential as it no longer occupied by the memory fragments. While this isn’t told to the character, he reacts to the light by thinking. “Whats this light…?”, “I should go talk to the smith regarding this, he certainly seemed to know a thing or two about this.”

The idea is that you have to guide your player through the first one to some extent, and reward them for it. If there is other weapons in the game with better stats, they will probably ignore the side quest unless you guide them and make it worthwhile.
These swords won't be the only weapons in the game. They would be completely optional, in fact. That said you're absolutely right about what you said. The plan was to give the player one of the swords for free, then giving a bit of exposition before they carry out the quest. The idea I thought up was that the reason the sword seller couldn't make any good weapons was that he had no means of testing them, and couldn't fight monsters himself. So he trusts the player with gathering the data for him instead in order for his skills to improve.
 

h0tWalker

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I like the idea of the dynamic between the seller and character, making him/her more important than a simple merchant. That combined with the idea so far, will definitely work. It's a system that rewards exploration, which is a smart design choice. Add in the lore part, and build the interaction/ friendship between the two, and you'll make the player feel a stronger connection to the seller, making them want to return more often.

I think that you got a pretty good idea going and that it'll work. You've thought it well through, and it generally comes down to implementation, which you seem to have planned out well :)
 

Dunkle_G

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I like the idea of the dynamic between the seller and character, making him/her more important than a simple merchant. That combined with the idea so far, will definitely work. It's a system that rewards exploration, which is a smart design choice. Add in the lore part, and build the interaction/ friendship between the two, and you'll make the player feel a stronger connection to the seller, making them want to return more often.

I think that you got a pretty good idea going and that it'll work. You've thought it well through, and it generally comes down to implementation, which you seem to have planned out well :)
That's great to hear. I thought the idea would be too tedious or something, but based on what you've said I guess it's the opposite lol.
The only thing that's stumping me now is how to make the sidequests in the 1st place. Still fresh when it comes to RPG Maker and all.
Do you know how I could set the sidequests up, or where on the forums I can ask for help on this?
 

h0tWalker

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You could use plug-ins to set up a quest log, making it easier to track for the player. I never really used VX Ace, but I'm sure it's out there. Then it generally comes down to the script. It could easily be evented, and it probably will be. But depending on the script, it might be eventing switches, variables or just require a script call in it. I think its a nice addition as its easier to keep track of.

If it's used without plug-ins, you can use a key item, say a note, to keep track of progress as well as explain the quest. Though it would probably be a little more tedious to access for players in the long run. I'd look through the Javascript section and see if anyone has created it, request it, or sometimes, google might even hold the answers :D
 

Dunkle_G

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You could use plug-ins to set up a quest log, making it easier to track for the player. I never really used VX Ace, but I'm sure it's out there. Then it generally comes down to the script. It could easily be evented, and it probably will be. But depending on the script, it might be eventing switches, variables or just require a script call in it. I think its a nice addition as its easier to keep track of.

If it's used without plug-ins, you can use a key item, say a note, to keep track of progress as well as explain the quest. Though it would probably be a little more tedious to access for players in the long run. I'd look through the Javascript section and see if anyone has created it, request it, or sometimes, google might even hold the answers :D
Right, I'm sure I can find something on google eventually. If not I'll just ask on the vx ace script forums for help finding the right script or something. Really appreciate your help!
 

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