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Restoring Profession Tutorial Quests

Discussion in 'General Suggestions' started by RinK, Nov 11, 2026 at 6:03 AM.

  1. RinK

    RinK Skilled Adventurer

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    Minecraft:
    Goal
    Make the introduction to the Profession system feel more natural by using quests.

    Professions should remain entirely optional. Rather than progressing through regular quests, players would be introduced to them through mini-quests (perhaps renamed to "Side Quests"?).

    All side quests should be relatively short, with even the longest ones being no longer than a "Short" quest.

    First, I would remove most of the Tool Merchants scattered throughout the world, leaving them only in certain towns. They should also sell only T1 tools.

    Then I would add three-parted well-designed tutorial quests as below.

    Since new players have no idea where to start, they can open the side quest list in their Content Book and find a quest called "Helping the Farmer" (placeholder name).

    The owner of Ragni's wheat farm seems to be having some trouble. When you talk to him, you learn that his harvesting scythe has broken. He has sent it to a blacksmith for repairs, but apparently it will take several more days (subtly introducing the tool repair mechanic). At this rate, he won't be able to harvest his crops in time.

    He asks you to buy a replacement scythe (a T1 tool) from Ragni's Tool Merchant (introducing how to obtain T1 tools).

    After you bring him the scythe, he asks if you could help him out with the harvest as well. Deliver the required amount of wheat to complete the quest.

    Rewards: emeralds, farming XP, access to his farm

    After completing the previous quest, another side quest becomes available: "The Clumsy Alchemist" (placeholder name).

    An alchemist working at Ragni's Potion Shop has been having trouble with brewing. He recently failed an experiment and wasted a bunch of ingredients, and is now afraid of getting scolded by his supervisor.

    Panicking because he needs replacement ingredients before his supervisor finds out, he asks you, a soldier, to gather some for him.

    Once you bring him the required ingredients, he becomes afraid that trying to brew the potion himself will only result in another explosion. He asks you to do the crafting for him as well.

    You reluctantly agree, and he teaches you the basics of Crafting in the process. Additionally, a bookshelf NPC could be placed in his laboratory, allowing players to revisit the basic Crafting instructions whenever they want.

    Rewards: emeralds, alchemism XP

    This is just a generic delivery quest, so completing the first two tutorial quests is not required.

    Side quests that begin at notice boards would use generic titles like this.

    A notice on Ragni's notice board says that someone needs Oak Wood. After gathering some, you take it to a miner working at the weapon shop.

    He asks whether you're still gathering wood with a wooden axe. The helpful miner explains that if you take these stones (quest items) and your tool to an Item Upgrader, you can have it upgraded to a Stone Axe (introducing the tool upgrade mechanic).

    He also gives you enough of the same stone to upgrade all four gathering tools. He says he has far more of it than he needs.
    And that's it! Quest complete!

    Rewards: emeralds, Woodcutting XP

    Reworking other side quests

    I would also replace the generic notice-board-style mini-quests scattered throughout the world with NPCs who have their own backgrounds and stories, specific to their respective quests or quest chains.

    For example:
    ①You receive a request from an NPC, leading to a short story or a series of quests connected to other side quests.

    ②You read a notice on a board and then deliver the requested items directly to an NPC.

    Combat-related side quests would follow the same approach.
    Crafting-related side quests would be added as well.

    At all

    Professions should fundamentally remain optional. Therefore, I think their introductory quests should start with NPCs who help players understand the world of Wynn, but are otherwise unrelated to the main questlines.

    Of course, all side quests are independent of one another (except for tutorial quests and certain quest chains), so players can choose which ones they want to complete and which ones they want to skip.

    The goal is to make Professions feel like a natural part of the world rather than a separate system that players are simply told to engage with.