Hi!
Im working on a game where you manage a party of heroes. You set out on a journey and move on a map where you come across towns and dungeons. You travel to "the next region" when you are done with one region and the final (maybe 5th) region has a final dungeon/challange before you "win the game".
What can be the goal for the party of heroes setting out for the adventure? The setting is old-school, D&D or boardgame rpg.
- Save the land / world. An evil sorcerer has set in motion a super powerful ritual that will plunge the world into darkness. Each region has an artifact and you need to stop him in his fortress of solitude in the fifth region using all 4 artifacts. But why would merchants charge you money for their wares (which I want) if the world is ending? Why do side quests matter? Everybody should help you if this is the final days. Maybe the ritual is only PARTLY super bad.
- Fortune. Legend has it that in the 5th region a rare treasure is kept by a nastly something (dragon?).
- Grand quest. The king has an awesome reward for those that can resque princess/ return regalia. So a keeper is needed (so this is similar to "Fortune" above really).
How can the run/campaign be "scored"? So a player can try to beat it? The score can be the wealth in the final treasury / reward, which is larger for:
- higher difficulty run (setting when starting a new campaign)
- less days was spent reaching and claiming the final goal.
- less heroes killed in the process from starting the campaign
Or what else? What would work with these mechanics? Its not bad if something needs to be done in each region. Or maybe you just progress when you feel done with the current region and want a higher difficulty region? (you also run out of dungeons to complete in a region) Any other nice ideas that you have?
Thanks a bunch!
Erik