Jump to content

Trading Sequence game


Darj

Recommended Posts

You may or may not be familiar with trading sequences, but basically it is a quest that consists on giving an NPC whatever item to get another in return, which is asked by another NPC, who then gives you another item, and so on until the chain ends with an unique item.

To get a better idea, look up the Biggoron's Sword Quest from Zelda: Ocarina of Time.

 

How this game works is that you have post make of an NPC that wants the item given by the previous poster, including at least:

- NPC description. Not necessarily a name, but say, for example, "NPC hidden in a cave in the mountain", or "Villager in the main city", etc.

- Mention why it needs the item, how it wants to use it, etc.

- An item given as reward.

 

As you can probably guess by now, the next poster then has to make an NPC that wants that given item, and repeat.

 

It is not mandatory, but I encourage you to flesh out the NPC, like describing it physically, its occupation, or mention its approximate location (e.g. forest, desert) to get an idea of how much our hero in this quest has to travel, and, who knows, eventually build out a map out of it. Dropping a short description of the item is cool, too.

 

Also, try to make the items fit the setting somehow. That is, if for example we end in a Zelda-ish setting, then don't come with out-of-place items like laser pistols and whatnot. Or if you want to, then you will have to be creative and clever and come up with a reasoning or justification to make it fit in. I say this because laser beams wouldn't be that out of place in a Zelda game because of the Beamos and other mechanical monsters and technologies.

Other than that, feel free to get as outrageous as possible. Heck, if the Biggoron's Sword quest includes some eyedrops in the chain, you can come up with pretty much anything.

 

 

I will start the chain with something relatively normal:

 

NPC: Ranger in the forest closest to the protagonist's hometown.

Requires: Red Bamboo Seed; to grow it in a deforested patch of the forest. It wants a red variant specifically because it can rapidly grow in harsh soils, and while red bamboo is abundant in a different region, the seeds are hard to come by.

Reward: Shiny acorn.

Link to comment
Share on other sites

NPC: Blacksmith in a forest village

Requires: Shiny acorn, because "those damn squirrels" keep breaking into his shop and this should keep them distracted. They've been interfering with his work and it's really getting on his last nerve.

Reward: "Experimental" dagger (glorified junk)

Link to comment
Share on other sites

NPC: Small marionette doll sitting on a corner of a room of a haunted house inside the forest.

Requires: A melody that she can dance to. At first you cannot exactly talk or otherwise interact with the doll, the protagonist simply notices it and remarks that it looks like it could come alive at any time. If you enter the room with the item in your pocket however, you will hear a girl's mischievous laugh, the melody from the locket will automatically start to play, and the doll will be standing on her spot gracefully dancing to the music. If you approach and speak to her, she will take the locket from you so she can keep dancing to the music all the time she wants.

Reward: Fairy tears. Crystallized tears from a fairy; the doll found them in the house at some point, perhaps during the time it wasn't haunted...

Link to comment
Share on other sites

NPC: A village maiden hopelessly in love. She won't tell you who she's got eyes for, only that she's been staring so long that anyone would find her pathetic.

Requires: Fairy tears. Turns out that they're the primary ingredient in an uncomfortably powerful love potion!

Reward: A very heavy wooden mallet. As she gleefully says, "Won't be needing this anymore!"

Link to comment
Share on other sites

NPC: A farmer with a serious bug problem. Like, literally covered in the creepy-crawly pests when you see him, and if you're seriously bored enough you can level grind on his farm for 2-5 xp per bug.

Requires: A bottle of poison, to kill off the bugs at the central nexus of their nest.

Reward: The corpse of the Queen of Bugs, a sixty-pound monster insect.

Link to comment
Share on other sites

  • 3 weeks later...
  • 2 weeks later...

NPC: Researcher at the basement of the clock tower of the capital city, in a peculiar room with a line of clocks in front of a wall, all with different, desynchronized times that yet somehow appear to have a pattern. Also in the middle there is suspicious empty spot...

Requires: The broken grandfather clock. After taking a look at it, the NPC concludes that it would perfectly fit on said empty spot between the line of clocks. After a short minigame of guessing the correct time to insert and start the clock in the slot, a mechanism activates, opening a secret endgame dungeon at the basement of the Clock Tower.

Reward: Access to the Clock Tower basement dungeon, also the NPC grants you a blueprint that she found while exploring the clock tower, hoping that during your journey you find someone who can make sense out of it.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...