I wasn’t sure in which forum to post this, so apologies in advance if I placed it wrong.
I’m working on the Game Design document for my dialogue focused RPG and I’ve been wanting to start writing some quests down.
What I have in mind is a lot of “if this is the case, these are your options”, “if you choose that option, this will happen”, “if you choose this instead, this will happen” and so on.. There’s bound to be a lot of different “branches” to one “quest tree”, if that makes any sense.
What I’m wondering is:
- Does anyone have experience with this kind of quest tree setup, and maybe care to share some tips on what to keep in mind when creating them?
- What would be your preferred way to visualize these “trees” in the planning - their outcomes, relations and options? I’m currently only writing my things in google docs and it doesn’t serve that purpose well when things are supposed to show connections.
- Do you have a personal opinion or experience regarding how many (mandatory) quests a main storyline should consist of?
Grateful for any (kind) thoughts or insights! ?