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Forked Thread: Logan Bonner has some Questions....
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<blockquote data-quote="justanobody" data-source="post: 4502244" data-attributes="member: 70778"><p>Not as such as you may be thinking, don't recall exactly how it is presented in the DMG.</p><p></p><p>Quests have always been the thing that moves the players from one activity or adventure to the next. Never really had players want to just go find something unless it was spell components or side-quests for the story, or just randomly explore the world.</p><p></p><p>I wouldn't let a game be completely player driven as thee is no over arcing story that keeps anything together, and little fun for a DM that wants to present something to the players, and turns the DM mostly into a rules judge.</p><p></p><p>I think the best quest rewards are what happens along the way int erms of treasure found to complete the quest, if the players choose to keep any or turn in item X that they were sent after, and the XP for killing whatever they run across.</p><p></p><p>To use an example from an MMO that is easy to remember....</p><p></p><p>There is a "quest" in EQ to get orc belts and turn them in for XP. This may work for level grinding in a video game, but PnP really doesn't need you to jump up in levels to do something as something can always be present for the level you are in. So you don't need those kind of quests just for XP with little else gained along the way.</p><p></p><p>The best places for player driven quests is initial game start to get an idea of what type of adventure the players envision for their characters, and the spots along the way once the DM sets forth creating a story for them to rip apart and shape the world with. You shouldn't just have filler thrown in in the middle of an ongoing story in the way of player quests as it doesn't account for the other things going on in the main plot.</p><p></p><p>Take an old TV show called Dallas. Pam wakes up one morning and says she has a dream, and it was the entire last year worth of episodes. None of it really mattered to the story and just wasted time. This is what side-quests could cause when placed in the wrong places of the plot architecture.</p><p></p><p>So you have to make sure not only that any player chosen event or quest happens at the right time, but that it isn't solely for the purpose of gaining the enxt level. If the players are feeling too low level for what you have already created, you are not doing a very good job as a DM and need to scale back some thing that are seeming to be too hard. The players could just be wanting that next power from the new level. Your story may be boring them.</p><p></p><p>All of those things should be worked out in other ways. When there are lulls in the given plot and there is no immediate responce needed from the characters is the perfect time for them to grab a player driven quest. Maybe yielding some item that will help them out like a custom magic item you think they will need, or something special someone has been wanting. They could meet a new friend that you have no idea how to properly introduce other than, "you meet this guy at the tavern...", or any number of other things that do not just hand out XP.</p><p></p><p>This doesn't mean they shouldn't get XP, but quest should not be used as a vessel to just get XP like leveling in a video game where you go kill 100 Blue Jellies and a few Marlboros to get to the next level because the code requires you to be at that level for the next part of the story. So XP should be a minor thing in player driven quests. They should give the players chances to catch up on things they may have been rushed to do before, like clearing out the catacombs of the City of Justaheim of the other treasures, etc.</p></blockquote><p></p>
[QUOTE="justanobody, post: 4502244, member: 70778"] Not as such as you may be thinking, don't recall exactly how it is presented in the DMG. Quests have always been the thing that moves the players from one activity or adventure to the next. Never really had players want to just go find something unless it was spell components or side-quests for the story, or just randomly explore the world. I wouldn't let a game be completely player driven as thee is no over arcing story that keeps anything together, and little fun for a DM that wants to present something to the players, and turns the DM mostly into a rules judge. I think the best quest rewards are what happens along the way int erms of treasure found to complete the quest, if the players choose to keep any or turn in item X that they were sent after, and the XP for killing whatever they run across. To use an example from an MMO that is easy to remember.... There is a "quest" in EQ to get orc belts and turn them in for XP. This may work for level grinding in a video game, but PnP really doesn't need you to jump up in levels to do something as something can always be present for the level you are in. So you don't need those kind of quests just for XP with little else gained along the way. The best places for player driven quests is initial game start to get an idea of what type of adventure the players envision for their characters, and the spots along the way once the DM sets forth creating a story for them to rip apart and shape the world with. You shouldn't just have filler thrown in in the middle of an ongoing story in the way of player quests as it doesn't account for the other things going on in the main plot. Take an old TV show called Dallas. Pam wakes up one morning and says she has a dream, and it was the entire last year worth of episodes. None of it really mattered to the story and just wasted time. This is what side-quests could cause when placed in the wrong places of the plot architecture. So you have to make sure not only that any player chosen event or quest happens at the right time, but that it isn't solely for the purpose of gaining the enxt level. If the players are feeling too low level for what you have already created, you are not doing a very good job as a DM and need to scale back some thing that are seeming to be too hard. The players could just be wanting that next power from the new level. Your story may be boring them. All of those things should be worked out in other ways. When there are lulls in the given plot and there is no immediate responce needed from the characters is the perfect time for them to grab a player driven quest. Maybe yielding some item that will help them out like a custom magic item you think they will need, or something special someone has been wanting. They could meet a new friend that you have no idea how to properly introduce other than, "you meet this guy at the tavern...", or any number of other things that do not just hand out XP. This doesn't mean they shouldn't get XP, but quest should not be used as a vessel to just get XP like leveling in a video game where you go kill 100 Blue Jellies and a few Marlboros to get to the next level because the code requires you to be at that level for the next part of the story. So XP should be a minor thing in player driven quests. They should give the players chances to catch up on things they may have been rushed to do before, like clearing out the catacombs of the City of Justaheim of the other treasures, etc. [/QUOTE]
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