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D&D Dungeon Master’s Guide (2024)
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<blockquote data-quote="dave2008" data-source="post: 9467526" data-attributes="member: 83242"><p>Thank you for the reply</p><p></p><p>This is incorrect. The milestone is the goal that must be reached and you have to do stuff to reach it.</p><p></p><p>I am not sure I am following you here. Off quest actions can still receive benefits regardless if you are using milestone or not. I don't see how this needs to differ between XP for gold or XP for monsters or XP for milestones. You just get new / different milestones if needed.</p><p></p><p></p><p>I can't follow you here. I am having real hard time trying to understand what you are saying / suggesting. What does Bob's idea have to do with anything? Why can't the DM or the player's say no to Bob? What does Bob's tangent having anything to do with level advancement at all? I am really not understanding the argument you are trying to make.</p><p></p><p>Ok, I think I might understand what you are saying here, but this seems like quite a corner case. Regardless there are many ways to reward or, if you are so inclined, punish players / groups that go off task. This is true whether you are using milestone leveling or not. So, here are some suggestions for treatment of Bob's tangent in a milestone campaign:</p><ol> <li data-xf-list-type="ol">(punitive): give nothing for the side quest to keep them focused on the prepared story. This is, IMO, one of the worst choices. It can / could lead to some of the issues you describe.</li> <li data-xf-list-type="ol">(reward) side quest results in gold / treasure. This could be the reward straight up (my PCs always find it rewarding to get treasure!) or it could also include key clues or items needed to help complete the main quest.</li> <li data-xf-list-type="ol">(reward) information. A classic reward is to get information that is important to the main quest and / or nudge them back to the main quest. Again, my PCs are always looking for more information to make solving a task easier, so this is good reward for them</li> <li data-xf-list-type="ol">(reward) milestone achievement. Depending on the depth and length of the side quest it can generate its own milestone(s) and leveling possibilities.</li> </ol><p>We run a pretty sandbox campaign (we don't use published adventures and I mostly DM on the fly) and I make use of options 2-4 quite a bit. I can't say for sure that it works for other groups, but it keeps my players happy and I think it should for many groups.</p></blockquote><p></p>
[QUOTE="dave2008, post: 9467526, member: 83242"] Thank you for the reply This is incorrect. The milestone is the goal that must be reached and you have to do stuff to reach it. I am not sure I am following you here. Off quest actions can still receive benefits regardless if you are using milestone or not. I don't see how this needs to differ between XP for gold or XP for monsters or XP for milestones. You just get new / different milestones if needed. I can't follow you here. I am having real hard time trying to understand what you are saying / suggesting. What does Bob's idea have to do with anything? Why can't the DM or the player's say no to Bob? What does Bob's tangent having anything to do with level advancement at all? I am really not understanding the argument you are trying to make. Ok, I think I might understand what you are saying here, but this seems like quite a corner case. Regardless there are many ways to reward or, if you are so inclined, punish players / groups that go off task. This is true whether you are using milestone leveling or not. So, here are some suggestions for treatment of Bob's tangent in a milestone campaign: [LIST=1] [*](punitive): give nothing for the side quest to keep them focused on the prepared story. This is, IMO, one of the worst choices. It can / could lead to some of the issues you describe. [*](reward) side quest results in gold / treasure. This could be the reward straight up (my PCs always find it rewarding to get treasure!) or it could also include key clues or items needed to help complete the main quest. [*](reward) information. A classic reward is to get information that is important to the main quest and / or nudge them back to the main quest. Again, my PCs are always looking for more information to make solving a task easier, so this is good reward for them [*](reward) milestone achievement. Depending on the depth and length of the side quest it can generate its own milestone(s) and leveling possibilities. [/LIST] We run a pretty sandbox campaign (we don't use published adventures and I mostly DM on the fly) and I make use of options 2-4 quite a bit. I can't say for sure that it works for other groups, but it keeps my players happy and I think it should for many groups. [/QUOTE]
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