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title: Dialog Quest Solutions | daily.dev
description: A game design discussion focused on dialogue-based quest solutions in RPGs, arguing against &#x27;one-shot&#x27; dialogue checks where a single skill threshold instantly...
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og:title: Dialog Quest Solutions | daily.dev
og:description: A game design discussion focused on dialogue-based quest solutions in RPGs, arguing against &#x27;one-shot&#x27; dialogue checks where a single skill threshold instantly...
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# Dialog Quest Solutions

**[Cain on Games](https://daily.dev/sources/cainongames)** · 11 min read · 0 upvotes · 0 comments

## Summary

A game design discussion focused on dialogue-based quest solutions in RPGs, arguing against 'one-shot' dialogue checks where a single skill threshold instantly resolves a quest. The author advocates for multi-stage dialogue solutions that require players to gather information, use multiple skills, and complete preparatory steps before a conversation can resolve a quest. The original Fallout's Master confrontation is used as a detailed example of well-implemented dialogue quest design. The author also raises the challenge that combat and stealth solutions can be added systemically (data-driven), while dialogue solutions always require handcrafting, resulting in fewer dialogue options across a game. The piece ends with an open question about whether systemic dialogue quest solutions are achievable.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://www.youtube.com/watch?v=1xvLwldNHc4>

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---

Tags: [#game-design](https://daily.dev/tags/game-design)

[View this post on daily.dev](https://daily.dev/posts/dialog-quest-solutions-afe64glvq)

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