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<blockquote data-quote="The Little Raven" data-source="post: 4357231" data-attributes="member: 10095"><p>That depends. On some occasions, I'd probably make "Find the Seven Parts of the Rod" a single quest, if they were in one basic location (like within a single set of catacombs). However, if it were a quest that spanned a large geographical area (like a kingdom or continent), then I'd make separate quests for each piece of the rod. It all depends on what makes the most sense when I'm writing it up at the time.</p><p></p><p></p><p></p><p>They serve to remind the players of important events that might not be tied to any quest. For example, when I drop bits of prophecy in my games that will come into play later, those go on a plot card. If they need to remember the password to the thieves' guild, that goes on a plot card. If they find out that Lord Schmuckingham is betraying the king by selling arms behind his back, that goes on a plot card.</p></blockquote><p></p>
[QUOTE="The Little Raven, post: 4357231, member: 10095"] That depends. On some occasions, I'd probably make "Find the Seven Parts of the Rod" a single quest, if they were in one basic location (like within a single set of catacombs). However, if it were a quest that spanned a large geographical area (like a kingdom or continent), then I'd make separate quests for each piece of the rod. It all depends on what makes the most sense when I'm writing it up at the time. They serve to remind the players of important events that might not be tied to any quest. For example, when I drop bits of prophecy in my games that will come into play later, those go on a plot card. If they need to remember the password to the thieves' guild, that goes on a plot card. If they find out that Lord Schmuckingham is betraying the king by selling arms behind his back, that goes on a plot card. [/QUOTE]
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