PeterWeller said:
The mention of personal goals would seem to imply that player set goals are rewarded. In fact, rewarding player set goals is such an encouragement to roleplaying that I would be shocked to not see it included.
Didn't see it included in that article, though, did you? Neither did I.
Simply because our information about any facet at this point is incomplete does not mean that we shouldn't point out potential pitfalls. If the designers have already considered them, great! If not, then they get the opportunity. Win/win.
Also, there's no need to argue over semantics with "system." The implication was that quest cards aren't part of the game system. They're not a rule, not even an optional one. They're presented as a suggestion, presumably one of many.
Semantics? In order to see what the article said, and whether or not your ideas were in accordance with it, I broke down the system the article was talking about. Something doesn't have to be a rule to be a system. For that matter, something doesn't have to be a system to be a rule.
When someone says something along the lines of
I didn't read anywhere in the article that quest cards were going to be a "system" as others have unintentionally (or intentionally) labelled it.
they strongly imply that a point is merely semantical (as you are now, seemingly, also trying to do), and that it is unimportant as a result. Moreover, that "unintentionally (or intentionally)" implies some sort of wrongdoing, which is (frankly) bizarre.
However, if the D&D article was the basis of the DMG text (and didn't contain expansions such as the ones I suggested earlier), neither your (apparently) nor my preferred use of Quest Cards would be suggested. In fact, none of the good uses of Quest Cards in this thread would be suggested -- all falling outside the system presented -- which would be a disservice to new DMs (or DMs without internet access!).
I mean, really, what part of
(1) Discuss how Quest Cards might lead to railroading, with advice on avoiding the same. Less experienced, and especially new, DMs need some solid guidelines on the pitfalls of railroading. This applies doubly for DMs who cut their teeth on 3.X.
(2) Discuss an alternate where the players can devise personal goals, and earn story XP for them. This should include personal goals at odds with DM Quest Cards.
(3) Ensure that you have a good, clear description of how to determine XP for Quests. This is by far the hardest of the three (in fact, I have never seen it done well), and must be clear enough that a DM allowing players to determine personal goals can easily decide what XP are appropriate.
do you people find so distasteful?
RC