Spoiler Alert, click show to read:Oh absolutely yes, and I do suggest you should play it for yourself, because it is an under the radar great game.
In King Arthur the Roleplaying Wargame II (I played the second one), you have only 1 army led by a hero (later becomes 3 armies led by other heroes), due to the nature of the game. The first army is led by your character, William (if I remember correctly) who is Arthur's son. Now, on the campaign map, there are quests, some of these are battles, and some of them are narrative driven choice -risk reward dialogue stuff.
Also there is
------Rightful
-
old faith- -christianity
-
-------Tyrant
The options you chose during these text based narrated quests often effect this charter ^ and this charter in turn allows you to recruit certain types of units. Like Arch Angels/Seraphs if you are Rightful and Christian. Dark Angels if you are Tyrant and Christian. And even various abilities become available to certain units depending on how far you are in one direction.
To give you an example, in one particular mission you set out to find a cure for your father, and when you find the healer (who refuses to leave without helping the village he is in) you have a few options.
-Burn the village and kill the infected - +Tyranny
-Try to heal the village - +Rightful (this option branches out to two other options in which you can look for a druid +Old faith or look to church for help +Christian)
-Leave the village be (it was slightly more grand sounding than this )
And there are consequences to your options as well, as if you 'leave the village be' it later turns into an infested enemy encampment which you have to go and destroy.
In another quest you find several artifacts in a secret place but you have to get a scroll from the fires in which case, depending on how much of the place you explored (through text based narration again) and how much of the items you found, you have to throw one of the items you found into a magical fireplace to make the flames go away so you can take the scroll.
And if you didn't find items you could use your mana to make the flames extinguish. However that would leave the hero with half the mana you would have for the next battle. And you could do this to preserve the artifacts you found if you didn't want to burn them.
And not all options are rewarding. As you can end up being seriously injured and have to have your hero have -50% of his health for the next battle.
Spoiler Alert, click show to read:Thanks for the details guys. I like the system a lot, especially that it's in text form. I think this gives it a very distinct charm.Spoiler Alert, click show to read:Hi, sure, this video shows it in detail, skip to 5.15 / 5.20
https://www.youtube.com/watch?v=0bvf2t8_KY4
Game was a little gem developed by small team, a company the size of CA could probably make 100 of these quests. Not all quests had battles and some decisions were based on what stats your heroes had whether they would be successful or not.
I think CA could implement a quest system like this quite easily and it would help flesh out the Lore of the War hammer world.
Someone on the official forum suggested something similar. I'll quote him in full because I also like the way he described it:
I really hope they do more with quests than just battles. Huge potential here.Originally Posted by GwydionAn extremely good idea that the mod rage of the dark gods had was that it had its own form of quest battles. Now the point of this thread is that while I trust CA that their quest battles will be good, I hope they are more than just "get an army of X composition of specific units to area Y on the campaign map with Z number of turns" and rage of the dark gods did it a cool way, for example if you played as the dwarfs you would get a message warning of scratching noises becoming more common and louder near a giant fortress like karak kadrin the slayer keep and then it would turn into a full stack or two right outside your walls of night goblins, or that an Orc army is going to move through a pass and you need to get their to block them from entering the empire, an oath the dwarfs take very seriously.
While I'd ideally not want to be rushed with time limits on quest battles or anything like that. I think the opportunity for game events that are race specific like a pop-up saying you hear drums in the distance or scratching behind a certain area of deep roads, spend x amount of money and scout out and quell the problem ( or at least gain Intel) or ignore it and suffer an attack aimed a city. I think that would be cool race specific event to encounter as the dwarfs that are NOT quest battles, just part of their campaign map gameplay. With similar stuff happened that would make sense for each race. Like for the orcs a message would pop up saying ( in orcish tone of course) " sum offa git iz challengin' yaz to a duel of single combat! If youz stomp um gewd his boyz might join yer waaaghhh!!! Boss!" Thus prompting a battle of JUST your faction leader model against a random green skin general model, and if you win you get free troops, you lose, you get a faction wide debuff for a few turns ( not to mention heal your leader over a turn or two)
What do you all think? Again these would NOT be quest battles as I already think ca has plenty of cool lore to make those, I'm talking about race specific campaign map events, that would launch normal events that happen in said races lore. Anything from a huge siege, to a race/empire wide buff debuff, or just finding ( or losing) some extra cash.