(See Part 3 here)
A lot of great comments and analysis on the last write-up. I’ll go through a few of the comments here, and then post my amended narrative overview for the quest.
Thanks to everyone who partook— and note that there is no wrong answer when it comes to quest design. I have experience, and I can say what might work specifically for Dragon Age, but beyond that there’s no magic trick as to what makes for a good quest and what doesn’t. This is all trial-and-error, with a bit of judgement and personal preference. That’s game design in a nutshell, though.