a test case:
from the 36 dramatic situations:
- Crime pursued by vengeance
- a Criminal; an Avenger
- The Criminal commits a crime that will not see justice, so the Avenger seeks justice by punishing the Criminal.
let's keep it simple: player (avenger) kill person who wronged them (criminal).
action: attack/destroy (specifically: kill)
object: the criminal
modifiers: none
checks: success if criminal dead
rewards: none, other than the satisfaction that the criminal is no more.
orders: Kill "John the Ass".
it gets tricky here. there has to have been a wrongdoing on the part of the criminal towards the player BEFORE the quest encounter.
ok, well lets assume that the game engine can track this somehow.
in fact, we may need to define another assumption:
* its assumed that the game engine implements all features and tracks all info required for a valid quest type for a given title.
so our game engine "knows" what the wrongdoing was.
and the existence of a wrongdoing made it possible to generate this type of quest in the first place, as the wrongdoing is a prerequisite for this type of quest.
so when the questgen rolled the dice, first it said, "do we have wrongdoing? ok, use this table that includes quests with wrongdoing as a prereq then". and the die roll came up "player (avenger) kill person who wronged them (criminal)".
so we can use this extra info to improve the orders: "The time has come for you to eliminate John the Ass, who most treacherously wronged you by (whatever the wrongdoing was)".
but its still boilerplate copy:
the time has come for you to eliminate (criminal), who most treacherously wronged you by (the crime).
i don't see a way around this.
even the list of 36 dramatic situations looks like a bunch of templates.
the goal is to have the PC randomly generate everything, so even the developers won't know what's going to happen next in the game when they play.
so there won't be a tool that generates quest scripts that a writer then uses as a start for writing a hard coded quest or campaign.
there will just be the quest generator that does it all, including the copy the player reads. so all the good back story and "why" stuff a writer would add needs to be randomly generated, or omitted.
actions, objects, modifiers, etc are enough to define goals and orders. so additional back story is technically unnecessary.
but going back to the above example, unless you have a table of reasons "why" now is the time to kill (criminal), or something like that, i can't really think of a good way to add back story.
and the 36 situations don't seem to address this, unless i'm missing something. they're more like a detailed list of the types of tragic quests possible. They will probably be a great starting point for generating quest types, but we're still left with fleshing out the story line using only the features and variables the game uses for quests, and random generation, with no human intervention. IE making randomly generated quests seem like they've been authored by a writer.
but the problem is that every time you complete a "destroy object" quest, you get the boilerplate success message of "You (destroyed) the (object)!".
about all i can think of is you have like 10 boilerplate messages saying the same thing and pick one at random:
1. You (destroyed) the (object)
2. The (object) has been (destroyed)
3. With great valor, you have (destroyed) the (object)
and so on...
any ideas?
i have none at the moment.
I think i'll implement the generator for just one very basic quest type (perhaps just in pseudocode on paper) , and see what happens once i get down to the orders part.
but in all my years building games, i've never seen a good solution to generating back story for quests. that's the one part of DM'ing that computers just aren't good at yet. They can generate dungeons, and encounters, even world maps pretty well. but stories....