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Design & Development: Quests

bording

Explorer
Looks like a new Design & Development article is up, detailing the quest system thats going to be in 4th edition:


http://www.wizards.com/default.asp?x=dnd/drdd/20071121


It sounds like it could end up being a pretty cool way to add some mechanics/guidelines to adventure rewards and making sure they are balanced with everything else.


In D&D, the words "adventure" and "quest" are virtually synonymous. They both mean a journey, fraught with danger that you undertake for a specific purpose. We sometimes joke that the game is all about killing monsters and taking their stuff, but the reality is that the game is about adventures. You go into the dungeon and kill monsters with a larger purpose in mind: to stop their raids on caravans, to rescue the townsfolk they've captured, to retrieve the lost Scepter of the Adamantine Kings for the rightful descendant of those kings.

Quests are the story glue that binds encounters together into adventures. They turn what would otherwise be a disjointed series of combats and interactions into a narrative -- a story with a beginning, a middle, and a climactic ending. They give characters a reason for doing what they do, and a feeling of accomplishment when they achieve their goals.

Quests can be major or minor, they can involve the whole group or just a single character's personal goals, and they have levels just like encounters do. Completing a quest always brings a reward in experience points (equal to an encounter of its level for a major quest, or a monster of its level for a minor quest), and it often brings monetary rewards as well (on par with its XP reward, balanced with the rest of the treasure in the adventure). They can also bring other rewards, of course -- grants of land or title, the promise of a future favor, and so on.

The idea of quest rewards is nothing new to D&D. Second Edition, in particular, promoted the idea of giving story rewards of experience points when players completed adventures. The quest rules in 4th Edition are directly descended from that idea, integrated into the economy of rewards in the game. They're a rules wrapper around the story of the game, a way to keep players mindful of the purposes behind all their adventuring.

One of the suggestions in the 4th Edition Dungeon Master's Guide is to give players a visual, tactile representation of a quest as soon as they begin it. At the start of the adventure, after the baron has briefed the characters on their mission and been bullied into paying them more than he intended, you can hand the players an index card spelling out the details of the quest -- including the agreed-upon reward. In the middle of the adventure, when the characters find a key with a ruby set in its bow, you can hand them a card, telling them that finding the matching lock is a quest.

When the players have cards or some other visual representation of their quests, it's easy for them to remember what they're supposed to be doing -- and to sort out goals that might be contradictory. That's a really interesting ramification of the quest system: It's okay to give the players quests they don't complete, quests that conflict with each other, or quests that conflict with the characters' alignments and values.

For example, the mentor of the group's paladin might ask him to find and destroy the Ruby Tome of Savrith the Undying. At the same time, a shady character is offering the rogue a sizable sum in exchange for the same tome, and the wizard's research turns up a reference to a ritual contained in the Ruby Tome that the characters will need to use in order to complete another quest. Three quests stand at odds, and it's up to the players to decide what they want to do.

There's a story that's a lot richer and more interesting than simply going into the dungeon to see what treasure is there.
 
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Lackhand

First Post
I very much doubt that I'll do the card part of that -- I tend not to do miniatures, even, so I'm no stranger to removing concrete representations of an abstract game -- but this sounds awesome, and may easily introduce mechanics and advice that I, in my 3x5-less world, can adopt and adapt.

A bit gimmicky, a bit awesome, and a bit of actual "how to run the game" advice that I've not seen before.

Neat!
 

This could be quite useful in providing a structure and solid advice that helps novice DMs build strong adventures.

Or taken too far, it could degenerate into:

PC1: So what quests are we offered?
PC2: A, B, and C.
Player 1: How much XP for each?
Player 2: 1000, 2000, 4000
Player 1: Is C balanced for our character level?
Player 2: Sure, it's within the quest-by-level XP and gold guidelines.
PC1: We'll take quest C.
 

bording

Explorer
I like the idea of giving the players something physical to remind them of their goals. I already hand out index cards to represent magic items and other gear, so I think the addition of quest cards should work quite nicely in my games.
 


wedgeski

Adventurer
Not a bad little idea, but one I won't take up myself. :)

Highly reminiscebnt of the kind of quest log you get in MMO's. In and of itself, not a bad thing: it's just translating work traditionally done by the party book-keeper over to the DM.
 

adamda

First Post
I think the card idea has potential. I do NOT think cards should have XP rewards written on them, just perhaps promised rewards if any from the quest giver. I don't want a video game, I want D&D, and knowing the rewards to every little quest in explicit detail does not ring to me of something where the story is flexible and the results for completion are not something that can always be scripted. I certainly do not want PCs choosing only the course of action that will get them the most experience, instead of choosing tasks that their characters are most interested in. In a mercenary campaign, sure, spelled out rewards make sense, but not in true heroic fantasy.

A concern of mine is flexibility. I don't want DMs or PCs to get stuck that what is written on paper is what needs to occur. Circumstances arise in a non linear game that deserve more or less rewards. Perhaps you manage to kill the evil wizard, but the collateral damage of the fight is half of the village. You sure won't be getting the full prize money, but PCs might argue that if it's written down it's a contract. Petty, sure, but potentially annoying.
 

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