Design & Development: Quests

FireLance said:
So, do the people who think that quest cards are a bad idea also think that initiative cards are a bad idea?
Or that Paizo's item and treasure cards are a bad idea? I try to use visual aids and handouts all the time in the game. It helps with immersion, keeps the players focused and allows them to think out loud with each other.

In the past I always suggested that the players write down every proper noun I told them because someday that person/place/thing might become important. No one ever did it. None of my players are "competitive note-takers" so this kind of clue makes sense to them.

And its another positive argument for bring in newer players. It is a familiar interface. Noting important quests with cards is something that someone new to RPGs (that might be familiar with games) will positively associate with. My wife would get this idea easily and therefore she might play. To her, there is too much to remember and the story gets too complicated. This kind of thing would help a lot.

If I had a table full of 10+ year gamers, I wouldn't be as obvious about my quests, but with newer players, this is a great suggestion.

my 2cp.
 

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This idea of quest cards can be VERY useful and cool, but it depends on the kind of campaign.

I think that many groups play mostly serial adventures, for example the published ones: you start an adventure, then you end it. Sometimes you get 1-2 "side quests" but that's all. Not much need for quest cards.

However, I think I'd like to play campaigns where you have dozens of quests going on at the same time, and in that case quest cards would really be useful to keep track of everything.

I would not however go as far as writing rewards on them, and absolutely not the XP. These quest cards could just be one page per quest where the players keep track of important details, which may include a reward promised by an NPC, but I would do my best to make them as little metagaming as possible (I think the only unavoidable metathought would be defining that this is a quest on its own).
 

Reynard said:
[can't help myself]

So, do you think collecting 4 aurumvorax pelts is going to be a major quest or a minor quest?

[/can't help myself]

Major. Pelts only drop off elite aurumvoraxes. And 90% of the time, you get RUINED Aurumvorax Pelts.
 

So, finally we get some roles for "story goals"? That's good news in my book.

Finally, you could make a murder mistery story without having the murderer be an appropriate leveled enemy that the characters can beat to get appropriate XP (or just winging it).

Together with the social encounter rules, this opens up thousands of new possibilities (that work in the framework of the D&D rules and advancement.)

Quest Cards are an interesting idea.
We have one session per week, but each week, we change the DM and play in a different game system/setting/adventure. There are dozens of plot lines to follow. We are playing the Paizo adventure paths, and hand outs have proven valuable assets. Adding a "Quest Card" isn't a bad idea. (Even if the card was not actually related to XP or Wealth gain at all - they are simply handy and reliable reminders)
 

I thought this

"equal to an encounter of its level for a major quest, or a monster of its level for a minor quest"

was an interesting bit of information.

Under 3rd Ed they would be the same value.

IE: 4 CR 3 critters give an EL 7 encounter. - Each monster gives 900xp x 4 = 3600 xp

1 CR 7 critter gives an EL 7 encounter - and one CR 7 monters is 3600 xp.

In 3rd Ed You work out the XP for an Encounter by working out the XP for all the individual monsters in it.

This implies that in 4th Ed a EL 7 encounter is worth more XP than a CR7 monster. Also that encounter XP is calculated differently than monster XP, and is generally worth more.
 

It's interesting that 4e will be the first edition to provide actual rules on how to design quests.

Woot!

This will be eminently steal-able for FFZ!
 

I kind of like the quest card idea. I'm not sure that I will actually use it in my game, but that's in part due to my horrible handwriting and the fact that a "quest laser printer page" doesn't have quite the same effect.
 


Bagpuss said:
I thought this

"equal to an encounter of its level for a major quest, or a monster of its level for a minor quest"

was an interesting bit of information.
From what we've been told, an encounter basically works like this (WARNING: Numbers pulled straight from my butt, merely illustrating a point):

An encounter of say, level 4 has a total xp value of 400.

Monsters and traps and such have a flat xp total. You just add them up until you reach that total. So you nab 4 monsters with xp 100, and bam, 4th level encounter. Or two traps and two monsters.

An Elite appears to qualify as two monsters for an encounter (so like, double the xp rate for tossing an elite into the combat). Mook rules, I'm willing to bet, are the opposite (halve the xp rate, do this to their stats, you now have two monsters for the price of one).

This way you can slap an encounter together on the fly.
 

I've been reading the debate on 4th edition for quite some time on here... I'm an affectionate reader of ENWorld. And I never posted... mostly because it felt like talking about something I knew a shadow of an hint to an hypothesis, and that isn't something I think is right to do.

But right now, after reading several threads (quite a lot considering it's been 3 months since the announcement) I feel like I do have something to say.

It's not a very nice thing. But it isn't about 4th edition. It's about us: us gamers. All of us.

Why in the world do we have to polarize on EVERYTHING? why does EVERYTHING have to be reason to say "I'm right" "No *I'm* right" "That means you can't play" "That means YOU can't even count"... and the ever-present "Things were better when I was younger!"We have a hobby. I think it's the best hobby in the world, better than sports, than chess, than origami, even better than cooking. Why do we have to rabble and fight about things that in NO WAY can touch or alter ANYTHING of how we live and play in that hobby?

The article is a quite interesting piece about QUESTS: something that is part and parcel in a game which links adventures, and probably a little less in games where adventures are more or less linked only by the fact the same characters participate in each. (DISCLAIMER: BOTH are the CORRECT way of playing. Reason is, ANY WAY of playing a game which lets all participants have fun IS THE CORRECT WAY. That is, unless someone gets hurt, of course.) In any case, the suggestion in the article is:
Games are often story-driven.
Stories are called quests in RPG-speak.
When you present your players with a quest, (which I would say, is whenever they meet something or someone or do something or DON'T do something: it's a quest to retrieve the scepter for the legitimate prince, it's a quest to find a cure for your mentor, it's a quest to disable the security systems for the building you want to get in) it's suggestible - if you use it for a plot purpose - that you help the players remember it.
One way of helping players remember quests is writing them down.
One way of writing them down is on index cards.
While you're at it, you can also write on the index card that the quest has been proposed by someone who offers a monetary reward. Or the reward of a fiefdom.
Also, you can make several index cards. The same object, for example, might be something one players covets, another wants to destroy, and another wants to sell. (You could even make all 3 cards, and give each player his own. The paladin's could say "Your mentor often mentioned a book during sermons on the foulness of necromancy. It is a tome bound in blue dragonskin, with a mummified dragon eye on the cover, and gold trimmings. It's the evil Karethinopulous' spell book - and it contains, among other things, details on a ritual most foul. Your mentor wants it destroyed.", the wizard's "Your research has hit an obstacle. You need details on the five secret runes of ancient Arathnian mages. As far as you know, the greatest expert ever on the subject was Karethinopulous the Cerulean, a Necromancer. His spell books, famous for their rare blue dragonhide binding, probably are your best source for information.", and the thief's might say "Seems wizard Guilds are always after a book or another. You've heard that some Karethinopulous penned a tome, time ago, which is quite coveted by the local wizard guild - probably contains some special spell. They'd pay quite handsomely for the thingie. Book is bound in blue dragonhide - which probably means the guy who wrote it wasn't exactly a newbie at magicky stuff, 'specially if he harvested the hide himself. Better be very careful and double check for magical traps... you don't want to end like "Lefty" Rapshanders, after all."

Where is the railroading? in giving a quest? then don't give quests: the problem isn't with the system.
where is the computer-gameyness? in giving a quest? then don't give quests: the problem isn't with the system

Where is the fall of RPGing as we know and love it?
Nowhere. I'm sorry, I REALLY don't want to say anything to offend anyone, but it just isn't there.

As for the "oversystemification"... I'm sorry, but just like anything else, it's simply SUGGESTED that you use guidelines to make quests. You could also give a starter quest: "defeat the lich Karnazooul de'ftahng" at first level, when players begin playing. It's not something they CAN or will WANT to do right away, but for many reasons each of them wants to get there. and HOW they get there will be the adventure.
As for new player's expectations, I don't really understand that problem. Either people play and have fun the same way you do - in which case playing together will be fun - or they have a different idea of how to have fun, and probably playing together will be less enjoyable. But I don't understand how it can be a problem if a new young player says "I thought we'd get a card with what we are meant to do" and you as the DM say "Oh, I've read that... I don't use it. You probably could use some notes... sorry we didn't clear that up. Look, for the future, take notes of what you think your character would be interested in and thus would remember. For this time, here's what was said... I'm sure your character would notice, it's the kind of thing you told me he's always on the look for."

.. it's my 2 cents, of course. but really... why was news of a new edition - some things of which I think are quite interesting, and YES; they are interesting BECAUSE they are changes - enough to take a bunch of wonderful people like those found on here and make so many of them start rabidly attacking each other? especially when there's nothing to be rabid about...?

I'm really sorry if this offended anyone...
 

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