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Brainstorm: Daily Exploits & Quests
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<blockquote data-quote="LostSoul" data-source="post: 5149718" data-attributes="member: 386"><p>1. I don't like the fact that powers (not just Daily powers) keep people from engaging with the game world. Look at the quote in the post here: <a href="http://www.lumpley.com/comment.php?entry=454" target="_blank">anyway: Restating: Fictional Causes and Realization</a></p><p></p><p>2. Everything else.</p><p></p><p>3. Reward them, but if a player isn't choosing Quests then I'd have to say, "Are you missing out on the point of the game?" It would raise a big red flag if a player didn't pick a Quest.</p><p></p><p>4. Haven't started playing yet, but - there are going to be multiple fights between rest periods.</p><p></p><p></p><p>So the thinking is: Encounter exploits are going to trigger off a detail of the game world. I sat down with one player and he rolled up a Warlord with Leaf on the Wind; he described it as a feint, so his trigger was something along the lines of exploiting a target who has overextended himself.</p><p></p><p>I was thinking of having Daily exploits do the same thing, but Comeback Strike and Villain's Menace seem to indicate a special hatred for a specific enemy. That's what made me think of Quests - the Fighter gains resolve when fighting for something he really cares about, his Quest.</p><p></p><p>(Not all Daily exploits are going to be tied to Quests, I don't think.)</p><p></p><p>That brings up some problems, though. If a player can pick any Quest they want they can say, "I want a Quest to explore the next room", kill the goblins there, repeat for the next room, etc. I needed some way to limit the Quests players can choose while still allowing them to create their own Quests.</p><p></p><p>The solution I'm proposing is having it tied to the hex map; basically saying, "Here is a great big list of Quests you may choose from; pick any one that interests you." It seems like it would balance things out - instead of picking the very next thing you're going to use your Daily power for, you have to select it from a list; what do you want to go after?</p><p></p><p>It would reward proactive players and have them engage with the setting, which is nice.</p><p></p><p>If this works I might be able to figure out how I'm going to deal with Clerics and Paladins.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5149718, member: 386"] 1. I don't like the fact that powers (not just Daily powers) keep people from engaging with the game world. Look at the quote in the post here: [url=http://www.lumpley.com/comment.php?entry=454]anyway: Restating: Fictional Causes and Realization[/url] 2. Everything else. 3. Reward them, but if a player isn't choosing Quests then I'd have to say, "Are you missing out on the point of the game?" It would raise a big red flag if a player didn't pick a Quest. 4. Haven't started playing yet, but - there are going to be multiple fights between rest periods. So the thinking is: Encounter exploits are going to trigger off a detail of the game world. I sat down with one player and he rolled up a Warlord with Leaf on the Wind; he described it as a feint, so his trigger was something along the lines of exploiting a target who has overextended himself. I was thinking of having Daily exploits do the same thing, but Comeback Strike and Villain's Menace seem to indicate a special hatred for a specific enemy. That's what made me think of Quests - the Fighter gains resolve when fighting for something he really cares about, his Quest. (Not all Daily exploits are going to be tied to Quests, I don't think.) That brings up some problems, though. If a player can pick any Quest they want they can say, "I want a Quest to explore the next room", kill the goblins there, repeat for the next room, etc. I needed some way to limit the Quests players can choose while still allowing them to create their own Quests. The solution I'm proposing is having it tied to the hex map; basically saying, "Here is a great big list of Quests you may choose from; pick any one that interests you." It seems like it would balance things out - instead of picking the very next thing you're going to use your Daily power for, you have to select it from a list; what do you want to go after? It would reward proactive players and have them engage with the setting, which is nice. If this works I might be able to figure out how I'm going to deal with Clerics and Paladins. [/QUOTE]
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