How to Quest: A Player's Point of View
by Gruk

(long but worth a read)


One of the most anticipated things in a player character's limited life is when he or she gets to go on a quest or do something unusual as per role playing or some immortal's whimsical insertion. Either way, players who embark on said quest should have some tools or training in order to succeed, or be less dependent upon hints or help from immortals to get through it. What this article will do for you is enable you to think like one of the immortals who worked hard to write this quest. In order for this to succeed, however, there must be a broad range of topics addressed and each will help you ultimately plan for your adventure better in different ways.

For starters, let us address first the issue of whether or not this is a "planned" quest. Sometimes as a player, strange occurrences will present themselves to you in a way in which the game normally would not. Some people would call this the "wiz bait" approach to questing. Essentially, you will see a mobile or object perform unusual behavior, commonly talking to you or even walking up and whumping with a stick you while you stand there mesmerized. There is usually little to no warning and often this will be how the immortal gets the advantage. You have to understand that most immortals, though they are happy to see people complete quests, are just as happy when the quest or tough mob takes your lunch. So if they can do something to surprise you and possibly kill or displace you, all the more likely.

So what can you do to solve this dilemma? There are a number of approaches to make yourself more ready for this event, whenever it may happen. One of the first priorities you should have is to set some hotkeys. (*note: I would highly suggest something like zMud or similar mud viewer s which support scrollback and key setting.) These hotkeys should be convenient on your keyboard, like the F-keys or something similar. Deciding what goes on there is simply a matter of practicality.

For Spell Slingers:

If you are a spell caster, make sure you have something set up where you can have your most powerful spells ready so you don't mess up trying to type them under pressure. Sometime s the pressure of the situation can be immediate and you will jitter your spells into "What?" on your terminal response. Also, make sure you have any healing or protection spells/potions/scrolls/ staves etc. keyed in so you don't have to take time away from making sure you are toasting the encroaching creature by trying to heal in-between.

Also, have your flee key set up so that you can rapidly depart from the area where the infringing creature is fighting you. This will ensure that the "live to fight another day" credo is upheld. Another useful spell to have keyed is an invisibility or possibly "recall" spell of some kind which can either take you home or hide you so that you can run away undetected. If you are a healer, similarly, have spells which will protect you and heal you keyed up so that you can focus on beating your attacker with the might of god and have the healing spells all set to go for when you are feeling beat up.

For Warriors:

It will be critical that you are ready at all times. The keys which you should have up are things which are most useful for you in combat to save yourself and others. These would include something like having stun or bash or rescue ready to go. Similarly, having the flee button set up will be a good thing. Since warriors are dependent upon their own brutality for victory, having potions or pills or something equivalent will be useful to put into hotkeys. Adding in a key for eating and drinking can be smart while you are flailing away madly. The last major thing it can be smart to add is to have a "rearm trigger." See: Goodies that can help you for more info on s etting up triggers.

For Thieves:

Setting up your keys will be of great importance for the thieves like it is for the other two. A thieves tools are often what he/she depends on to survive. The most important thing for a thief to have on their keys is both the "snare" or similar "hold them in place ability" and the flee key. These two will enable thieves to have adequate time to run away and prepare for reentry with a back stab or getting out of the scene totally. Similar to warriors, thieves will need to have potions and pills set up to help them during combat. Having the same essentials as warriors plus adding things like "back stab" "circle" "snare" "hide" "sneak etc. will all be useful.

All of these should be setup with dealing for the rigors of normal mudding on a day-to-day basis. But having them for questing will be essential because as stated before, when you get under pressure, it will be smart to lessen your chance of error

Onwards and Upwards

These contingencies are mainly for if you encounter something out of the ordinary and are confronted with something angrier than when you last saw it. However, most quests do not go like this and the rest of the article will be devoted to planning an adventure or quest which you have some warning for.

Obviously having all the equipment and items and food and water which you would normally need will be essential. But packing some extras can be a good idea. This applies in a large part to weapons. Many mobiles will attempt to relieve you of your poker and if you are so misfortunate as to leave the scene without it, your entire plans for success can be shot down. There are few things as sad as a warrior without a weapon.

Also, where it applies, many MUDs have the option of having your gear become broken or damaged. It will be a great idea to pack along extras of anything which is likely to be destroyed during the course of some hard use. Prepare accordingly. Another very important thing to r emember to bring along and bring extras of are torches and lights. Having your light become destroyed or lost can be seriously bad news. Often you don't have the time to be trying to fetch stuff like lights while running to save your sorry, soon-to-be carcass.

In the quest scenario, the boy-scouts most definitely have something with the whole "be prepared" deal. If there is the chance that you need it, bring it along. Most players are somewhere near full in their holding capacities at all times. So therefore, leave your nonessential stuff with someone you trust or in a safe hiding place and bring what you need only. As a side note, players are often sadly unequipped to deal with digging or climbing. It would be wise to bring a shovel and a rope wherever you go, questing or not.

The preparation part mostly resolved, we will now dive into what to expect and how to deal with it. You should tailor everything on the disposition of the immortal who is administering it or setting it up. An imm's tastes and conceits will often give a very good idea of how to approach individual tasks.

However, there are some very basic formats which I will break down on how to approach.

1) One dominant format is the "Rid us of ______" scenario. Here we see the request by someone or something to find something and kill it. Be it the scary dragon marauding across the countryside or the big troll in the forest snacking on innocent travelers. It is usually the same kind of excersise no matter how it is presented. One major thing you need to get used to doing is thinking about what you are doing. Understand that imms are proud of their creations and usually want it to make sense. Usually the situation is thought out and they build in certain strengths and weaknesses to the system. So that said, lets talk about killing the bad-guy.

The first thing you need to do is understand what you are supposed to be hunting. If it is something such a dragon, what kind of dragon is it? Most all dragons are a certain color and as such have certain strengths and weaknesses which affect how you should attack it. Similarly, if you learn it is something like a troll, ask yourself, "what do trolls not like?" After coming to the conclusion that it is "fire" try and find a way to make sure that you can attack it with fire or have someone there who can.

Know where you are passing through. If you have to travel through desolate hills or deserts, make sure you have the tools necessary to deal with the local creatures who may be there to stop you. Bring corresponding equipment.

When you are nearing the creature's den, this is where strategy and behavior will be most essential. Here is where the planning happens. Make sure that you know very well what your escape route is. If you have to suddenly leave the area in a hurry, it will be nice to be able to vacate quickly. Also, you should have a good idea of how to navigate in the immediate area around your target mobile. Knowing this will enable you to be able to possibly maneuver the creature into a better place.

Learn to recognize that most any situation can be changed to your benefit. Look for clues around the monter's lair to see if an alternative attack plan is feasible. It almost always is. Having slayed your creature, remember to bring something which proves it. Most of these types of quests will have the creature leave some token behind like a head or a horn or a claw -- or something that signified the creature like a sword or helmet. Take this with you and follow instructions carefully. Woe to you if you do all the killing asked of you and then fail to bring back something to prove it.

2) The next quest will be the "solve a puzzle" quest: These quests are much harder to plan for. However, there are certain themes which will be ever present no matter where you do it. One of these concepts which you will see over and over is the riddle quest where you can only proceed inwards or into a special place after you can correctly guess the answer. I will give you some clues here. For starters, most immortals are not blessed with the ability to be able to make up good riddles with logical and creative answers on their own. So they will borrow riddles from established sources which they know the answer to, and will have selected it because they thought it witty. But if an answer doesn't immediately strike you, don't give up and head home, a disgrace to all of your followers. There are other methods.

Think about context. Riddles are rarely random and will have an answer pertaining to who or what is giving the riddle. Secondly, it will be logical. The answers to good riddles always will be clear and afterwards you often could say "doh, why didn't I think of that before? " Also, the imm who made the quest is likely to have had other imms critique the riddle to make sure that it makes sense.

The next major branch within the "puzzle quest" tree is the quest where you are asked to traverse a map which circles back upon itself and loops forever if you go the wrong way. The best way to approach these is to do it methodically where you start at the beginning and find all the ways which lead you back to where you came. Dropping things on the ground can be a great way to keep track of where you have been and where you have not. Look for distinctive things. Usually in an area of rooms with similar descriptions, one of them will be slightly different at the point where you have to make a critical direction decision. These are going to take a lot of patience, so don't get frustrated if you can't find it right away. One of the favorite tricks of immortals is to have rooms where if you go "west then east then west, " you are in a different room then where you started. Don't forget to try this approach if you get stuck.

The combos are next where you have to solve a riddle which tells you which direction to go. These are nice because at least you can be fairly sure that the answer to the riddle is going to be something which starts or ends in either "e,w,n,s,u,d." Or similarly, you will look at some object such as a scroll or wall and it will have a keyword. Use these wisely, they will literally spell out your solution.

The puzzle quest will be the "scavenger hunt/treasure hunt" quest: This will be the most general of quests. In the good ole fashion of "find the switch, flip the switch, get your prize" tradition, many quests are done like this. In the first version of the quest -- the scavenger hunt -- you will be required to gather a bunch of smaller items scattered across the realms and trade them all in for a single reward or rewards for the party. Nothing difficult is usually asked of you, but for this type of quest you will often need a variety of tools in order to complete it.

Splitting a party up may be necessary if an item you collect is set to expire within a certain amount of time. Be logical, if you need an item that has a timer set on it, make sure you get that item last. Make sure you think it through before charging into the wilderness after an item. Sometimes it will be necessary to take alternatives routes which are longer in order to complete something on time.

If you are doing the simple treasure hunt game, it is imperative to plan for the unexpected. Often these quests are done by little to no planning and is often done for relatively low-mid level quests. In this, it would be smart to have packed a shovel as burying is a common option. Remember that although this is a fairly low level commitment from an immortal, they often know of exotic and difficult places where to hide stuff. Keep it in mind that any time you visit unusual spots in the mud, they are fair game and will be likely spots in the future.

Grouping for quests: If you are able to be commissioned as a group to finish a task, there are some important things to append to the above. Most importantly, have those hot-keys setup to specifically help certain people in the group. So warriors should have "rescue so-and-so" ready to go. Similarly, the healers should have "heal what's his name" as a key. This will help immensely and will remove much confusion.

One major confusion in smaug MUDs especially is the role which styles play in combat. Very simply, it will allow players to switch to the front or back of a group by switching from aggressive to defensive. This system allows players who are hurting to shuffle backwards and not flee while someone else takes the beating. Use this system to your advantage.

Remember that if you were put together as a group for a quest, the quest will likely have parts which each member is required to help out in. Work together and solve problems with thought rather than with actions. I have designed many quests and the such and have found invariably that people don't slow down and look at stuff.

The last word: I do not think it is possible to emphasize a few points as much as they deserve. First and foremost is this: interact with your worlds. If you have decent immortals, they are making mobs which make you part of the world. If a mob says something to you or asks a question: answer them! If you are playing in a mud where mobs just say stuff and blithely ignore you otherwise, go find a different mud. They exist, I promise. It is far more worthwhile to spend time in an environment where the mobs and immortals make you a part of the world, not just a spectator. Also remember, these quests are supposed to be involved and challenging. Don't expect immediate help if you get stuck. But there are things which you can do to help yourself get out of the situation you are in. Be sure to pay attention and look at stuff. If something looks suspicious, it probably is.

READ DESCRIPTIONS.

It will NEVER hurt to read descriptions. Often the only clue in a puzzle is a word or description of something on an object or mob. Be sure to learn from your mistakes. My motto is: "If no one died during a quest, it probably wasn't hard enough." It is not fun to just run through a quest. Solving problems is an innately human desire and it might as well be a rewarding experience, right? So don't wish you already knew the answer. It will rob you of a quest. And if you have already done a quest, doing it again just isn't the same. If you have been there, you know what I mean.

And always, this will be good advice for all in the future:

Beware the sharp pointy thingy.

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