Design & Development: Quests

To Expand, I think the cards can do something to lift a "who was that king guy again" game into a slightly higher narrative game. I don't think my player driven, soap-opera style game would gain a lot.
 

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Arnwyn said:
I'm not sure I understand this "system".

What's the difference between this quest thingy and writing reminder notes to forgetful and/or lazy players?

Story awards with an attempt to balance them written into the DMG.
 

Charwoman Gene said:
To Expand, I think the cards can do something to lift a "who was that king guy again" game into a slightly higher narrative game. I don't think my player driven, soap-opera style game would gain a lot.
Me either, but it's more useful and practical advice than is found in the 3E DMG, IMO. The stuff WotC put into the PHB2 and DMG2, helping new players and DMs come to grips with the game, is almost certainly going to be front and center in the 4E books. And that's a good thing, IMO. D&D shouldn't only be available to those able to pass through the gauntlet of "figure out how the hell to play this game or waste $100."
 


Yeah I think it's useful advice... But less so if you tend to play "one thing at a time" type campaigns... I tend to do this already... Once the actual adventure is completed they get a XP bonus. As others have said I guess this rules is aimed more at newbs... :p

The onus now will be for the DM to create multiple quests and adventures going on at once...
 


Arnwyn said:
I'm not sure I understand this "system".

What's the difference between this quest thingy and writing reminder notes to forgetful and/or lazy players?
The quest system is a system for assigning appropriate xp rewards for story-driven goals. Very different from reminder notes.

There is absolutely no difference between the handed out cards and reminder notes.

As a whole, I vastly prefer quest-based or goal-based xp to combat xp, so I like that they may have a proper system for it. This is another good change that I like.
 

Arnwyn said:
What's the difference between this quest thingy and writing reminder notes to forgetful and/or lazy players?
There isn't much of a real difference. A written reminder is almost exactly what this is, but this suggestion provides a bit more formality to it. A consistent format.

I like it; in fact, these "quest cards" are something I wish I had thought of years ago. Yeah, it's MMORPG-derived, but that doesn't mean it can't work in D&D.
 

Well here is some of what I think I am going to give my players to help remind them of the dangeling plot hooks.

Defeat Zam Fear "The Hunter" and his hounds.

Defeat Zam Fear "The Hunter" 's army of Choasitech creations and prevent them from exterminating the Shifter Tribes of the Southern Continent.

Stop Baron Manclark from completing his scheme to conquer the lands of his rivals.

Stop Vickbone and his party from collecting the keys to open the Shrine in town of Fortitude and releasing the weapon of Thazidun.

Bring down the radical elements in the Church of Pelor and prevent them from plunging the country into a religious Civil War.

Find the "World Stone" and restore it to return the planet to the Prime.

Keep Thazidun from escaping while doing the above.
 

Arnwyn said:
I'm not sure I understand this "system".

What's the difference between this quest thingy and writing reminder notes to forgetful and/or lazy players?

The difference is "cha-ching". I had a joking feeling D&D was headed toward a hybrid mini-CCG, maybe it isn't so crazy. This is just a test for something much larger I'm sure. :confused:
 

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