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Abandon Quest!
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<blockquote data-quote="Imaculata" data-source="post: 7225371" data-attributes="member: 6801286"><p>In my campaigns, quests are not isolated bits of story that rely purely on the interaction of the players. They are usually part of a larger plot line, and ignoring them does have consequences. If the players ignore an infestation of undead underneath the local church, it will spread and get worse, potentially leading to more deaths. If the players decline a request to steal an important artefact, the quest giver will find someone else to do it for him, and the players will have to deal with the aftermath of that decission later on.</p><p></p><p>Further more, I may reuse bits of ignored quests in a different quest later on. I simply recyle an unused dungeon map, or move some events around, so that my preparation isn't entirely wasted.</p><p></p><p>Quests in my campaigns also rarely have just one hook. Multiple quest lines will tie into each other, so that the outcome of one quest may lead the players back to that other quest they ignored earlier. That funny side quest about a drunk with a good heart being challenged to a duel to the death by a noble? Well that noble reappears in another quest regarding an important gathering of nobles to pick the new ruler of the city, and he is applying for the position. And that mysterious wife of one of the noblemen at that meeting, well she is actually the leader of the local thieves guild, in disguise. And that seemingly innocent invitation to the new opera house that the players got? Well the local thieves guild is actually in charge of the opera house, and are using it to listen in on the nobles. It all comes full circle, and quests lead back to each other in one way or another.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7225371, member: 6801286"] In my campaigns, quests are not isolated bits of story that rely purely on the interaction of the players. They are usually part of a larger plot line, and ignoring them does have consequences. If the players ignore an infestation of undead underneath the local church, it will spread and get worse, potentially leading to more deaths. If the players decline a request to steal an important artefact, the quest giver will find someone else to do it for him, and the players will have to deal with the aftermath of that decission later on. Further more, I may reuse bits of ignored quests in a different quest later on. I simply recyle an unused dungeon map, or move some events around, so that my preparation isn't entirely wasted. Quests in my campaigns also rarely have just one hook. Multiple quest lines will tie into each other, so that the outcome of one quest may lead the players back to that other quest they ignored earlier. That funny side quest about a drunk with a good heart being challenged to a duel to the death by a noble? Well that noble reappears in another quest regarding an important gathering of nobles to pick the new ruler of the city, and he is applying for the position. And that mysterious wife of one of the noblemen at that meeting, well she is actually the leader of the local thieves guild, in disguise. And that seemingly innocent invitation to the new opera house that the players got? Well the local thieves guild is actually in charge of the opera house, and are using it to listen in on the nobles. It all comes full circle, and quests lead back to each other in one way or another. [/QUOTE]
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