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Mauer

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Hi, I've been playing a lot of Fallout: New Vegas recently and one thing I didn't remember about it but I've been liking a lot is how a lot of quests, minor and major, are intertwined. That is that sometimes by advancing one quest you affect the resolution of others, for good or for bad, and sometimes even quests you haven't even started will be affected by how you resolve other quests.

Is there going to be something like it in Runemaster or are quests more straightforward or do they simply branch out taking on different paths.
 

Abnwtwtud

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Yeah, New Vegas is pretty awesome with that. I don't know how that's going to work, but they've told us very little about the questing so far.
 

Zupanicarr

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I'd like some quests like that: Like say if I nail a degenerate to a cross in one quest; It'll piss off his profligate family in another quest...or whatever the Norse equivalent to that is...
 

Mauer

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Yes I singled out New Vegas because it's the one that does this the most, a lot of times the player is completely oblivious their actions will have an impact beyond the current quest (if it's your first run at least), also the faction system reminds me of Runemasters, though it seems Runemasters will be more complex with the subfactions and such.

But now that I think about it, having proceduraly generated maps/quests would probably make something like this nearly impossible or very limited.
 

Zupanicarr

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But now that I think about it, having proceduraly generated maps/quests would probably make something like this nearly impossible or very limited.
True, we knew this from the start, but have hope that Paradox has a few spare miracles laying around, maybe a courier or two.
 

Thure

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But now that I think about it, having proceduraly generated maps/quests would probably make something like this nearly impossible or very limited.

I wouldn't say this. The quests work similiar to CK2, with triggers and flags etc. It's very easy to intertwine the quests with this. It's as easy as to make event chains for CK2.
 
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