![]() Once you have completed your task, return to the Pirate Captain.If you get one of these options and want the other you can can talk to the Captain again to change to the other. The other sends you to find some treasure. Once done, return to the Pirate Captain. He will give you a few options when talking to him, one requires you to kill the guard just off the boat.Now, defeat 3 pirate crew members (not all pirates seem to update this quest).Make sure you choose the right options and make sure that the quest updates before you move on. Next, go and talk to the Pirate Captain who is on a ship to the north of the map.To receive the quest you must answer as follows - 'I don't believe you' and then 'I will prove it'. Talk to the Young Pirate who wanders around the most southern boat on the docks.It has an annoying tendency to do that, after all. Unless of course, some random Shit To Do gets in the way. If not, I will immediately set out on a noble quest to strike them down with flame and fire. To be reasonable, I'm giving the industry three months to action this change and bring their games into line with the new order. Save the fireworks for when there's something to hail and celebrate, and everyone will inevitably enjoy them far more. A polite round of applause and a voice saying "Goodness me, well done," perhaps. Under this system, there could still be recognition of Shit successfully Done, it'd just be a more restrained one. What's meant to make you feel good about that accomplishment just renders it utterly hollow. A little like Achievements, there's no point if something hasn't been Achieved. Completing a Quest shouldn't simply be important to the world, it should feel important, not just another line of a shopping list crossed off along with 'bought milk' and 'built storehouse'. When everything is falsely treated as special, nothing is. Okay, sometimes the line between 'Quest' and 'Shit To Do' WILL still get blurred. It'll mean a few NPCs go without their orange juice, sure, but that's a sacrifice I'm willing for them to make. ![]() To compensate, developers will of course initially just fill the Shit To Do list like normal, only to look at it, murmur "Wow, that's a lot of shit." and then slowly start to wonder if maybe more time should be spent on filling up that whole "Quest" side of the journal screen. Heroes with more than, say, three quests at a time will be shunned for not taking any of them seriously enough, given the stakes that by this point will be established. Anything for instance that you can accomplish with a single tap on an iPad screen will be automatically disqualified. I like to think that this will be the starting point for a new set of ground rules that will be as codified into gaming culture as the ability to do a double-jump in the air and that the correct number of lives is three. A bit like how in something like World of Warcraft, you fight evil world-conquering sorcerers at Level 10. In moving one from the other, you can see your evolution as a hero, and how yesterday's great challenge was merely a prelude to your true adventures. Conversely, it might turn out later on that what initially seemed like a mighty Quest was actually, in the great sweep of things, merely Shit To Do. A blacksmith's Shit To Do for instance could be the first stage in persuading them to forge you a mighty blade that will come in very helpful on your actual Quest. There is no shame in Doing much Shit to, say, raise money for the actual Quest, or to boost your presence in a town, or for the benefits that go with it. I mean, I'm not knocking the potential importance of Shit To Do, especially to the people requesting a hero's assistance. It means that valuable questing time isn't wasted, yet there is still scope to do random acts of kindness for those in need. It's such a simple tweak, but one I think would be to all our benefits.
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