Okay so the ONE of the biggest problems in SH is the game hearths and world feels very blah in storytelling
The idea i have is a reduction of Campaigns and introduction of quest (though it) Right now Campaigns are tagged to certain situations, and when u hit that situation the campaign set off, which to me is forced. Storytelling can be forced, but for me that is more like a linear style to game, When u want the player to create the story, it should not be forced
I guess what I’m trying to get at is getting away from the forced campaigns and more to the random elements.
:OUTLINE pt1: (Campaigns/Quest)
Random quest: Quest could pop up from visiting hearths or from ur own hearths at that. or a random item find (explore this area/cave or retieve an material i need, ect ect)
Random Campaign quest: So when you find a situation or hit a time in ur village form wealth these quest pop up to Start Minor Campaigns. They can be Random. (find a goblin scout out in the world, Stone Golems are building up, THe bunny statue glows) sets off these campaigns
Main Campaigns Quest: These set off the story side of the game, These also pop up in the world, but start the main Campaigns in smaller bits. (instead of the Goblin camp showing up, you find traces of a mass Goblins in the area, that sets off those campaigns) Also this doesnt force u to deal with the story till your ready.
Random Elements in the World: Positive- Growth Spurt to plants, Crafter craft 5% faster kinda like buffs. Negative- Certain Weather, Crack shows up in the world, Heavy Darkeness. Like debuffs, or elements that give random quest or lore to the world