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BananasQM !!4PI2iWoB3fdID: 5a/9DelZ/qst/6271040#6279046
7/23/2025, 2:03:41 AM
>>6278834
So typically when coming up with a minigame, I try to come up with something with a few qualities. Ideally it should be;
>Unique
>Offers interesting & mutually exclusive choices
>Has an aspect of "difficulty"
>Allows players to specialize and have "builds" or express themselves in the world space
>Contribute to the overall story
>And create at least some speculation

These are vague qualifiers; but the general idea is the minigame should be highly customized for the /qst/ing format. In my current thread for example, I have TWO minigames as part of the thread gimmick. One is more based on spying and political manipulation, and the other is a direct strategy war-game. This is to match the two potential Supreme Ruler choices of the previous thread, as to essentially allow the players to choose which "game" they wanted to make easier. The situation you find yourself doesn't change, but how well prepared you are does based on what you value or prepare for. It's the same as an RPG video game. As someone who runs a civ quest I have a distinct advantage in this regard; as the players have already sort of decided the flavor and "build" of the Hegemony throughout many previous threads. It makes the Quest feel more reactive, alive, and like a "game". That authentic "game like" feeling is what I'm really after; for Space Monke being directly inspired by 4x style strategy games. I want it to feel less like a series of linear prompts and choices, and more as a simulation of (restricted) choices and situations. I'm not confident to have a "whole living world" simulated myself, which is one of the reason why I'm so cagey about my TTRPG background; feeling like a "phony" for never being able to have the true, real, GOOD campaign the way I envision it should be done. Minigames are a way to simplify the world simulation aspect into something more directly approachable and "gamified". Because of /qst/'s formatting and lack of interactive game pieces, and by necessity being mostly anonymous and not having the same social dynamic as a TTRPG, trying to make the quest feel like a "game" is challenging, which is why I create minigames to bridge the gap. While we do have dice rolls, dice rolls are really shitty and boring.

I think I mentioned this before but for the sake of redundancy; dice rolls offer no actual strategy or choice; especially on this board given its limitations. At least with physical dice, you can play with them. "Flip flopping" the result on a 2d10 percentile roll (36 into 63, etc.), selectively reroll specific dice, reroll with advantage, added modifiers, etc. These are limiting but at least they give SOMETHING. But for /qst/? Only the action you chose to roll over offers any actual choice AND your character building up to that point. This is further compromised by /qst/ being collective and the direction of a quest essentially being run by committee.