Reynard said:
See, i totally disagree with this method of DMing and doling out XP. What *I* think the players should do in completing the adventure is totally irrelevent. It is my job to create an interesting, engaging situation and then adjudicate around the PCs' actions and the die rolls. Extra XP for acting a certain way or doing a certain thing gets in the way of that.
I'm like that too. I don't want to hand out rewards for what choices I think the players should make.
It's the difference between player-driven games and DM-driven ones.
Will the Quest system promote/support/not get in the way of player-driven games? I think it will, even if you need to do a little tweaking to get it to work.
Reynard said:
Of course some players like having specific goals and well defined predetermined courses of action. Those are the hardest people for me to DM for because we end up just staring at each other every time I say, "What are you going to do?"
This is why the Quest system, if robust enough, will be awesome. It can handle these types of player's goals and make it transparent.
"What do you want to do?"
"Where's the Quest card?"
"Oh... okay, here's one. Explore the crypt of Dodallah the Magnificent."
I also like the fact that I can give the players dilemmas: "Rescue the Princess so she can marry Duke Bundleswat" and "Make sure the Princess can't marry Bundleswat."
Or for exploration games:
"Discover the secret that lies in the heart of Fell Gorge that will only show itself during the next full moon."
"Take part in the ritual of Gorgonasta during the next full moon."
Or character-driven ones:
"Apologize to your father."
"Show your father you will never apologize to him."