Design & Development: Quests

It seems to oversimplify things. You can have a party that is doing different things for different reasons, and they may not be sure they even want to go all the way with a quest if they don't trust the source (or multiple sources). They may be doing something to see if they wish to go further, or to see if they can trust a source or an idea. The idea of "do this for this" just doesn't seem to work with a more complicated adventure.

I don't object at all to the fact that this sort of thing is most done in video games including WoW. I think motivations and actions can be more complex in RPGs and this sort of removes one of the ways an RPG can really outshine a video game.
 

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I dunno. Next thing you know they'll be suggesting we have a tape recorder on hand to play that scribbling/scratching sound you hear anytime an NPC in a computer game says 'Here, let me update your map for you'.

I think handing out index cards with quests on them smacks too much of just trying to duplicate what works in computer games, even if it doesn't fit in with the play experience of a regular tabletop RPG. I'll be the first to admit that sometimes my players have forgotten exactly what item they are supposed to be looking for, and who to return it to, but this way of reminding them seems just a little too hamhanded.

OTOH, having a system defined for how to build quests and assign appropriate rewards is a fine idea. I'm just not sold on the cards.
 

While useful to keep the players focused on the game, quest cards seem like an open invitation for players to metagame.

And yes, they are a direct port from CRPGs.
 

Cam Banks said:
I want big yellow exclamation mark and big yellow question mark props, too.
I actually might buy one of the ballcaps with a yellow "!" to put on when something important is happening and everybody is arguing about pizza.


Or perhaps use the quest cards from Dungeoneer as supplements.
 

It's not saying the cards are something you HAVE to use. They just said it's advice on an easy way to keep track of it. Nothing is saying you need to do so though.
 

Scribble said:
It's not saying the cards are something you HAVE to use. They just said it's advice on an easy way to keep track of it. Nothing is saying you need to do so though.
You don't have to use minis and a 5' per square grid either. ;)
 

As for worrying about XP being on the cards, I was referring to Olgar Shiverstone posting a theoretical example of quest cards a few posts above my first. My apologies! That idea just scared the warlock out of me.

I too fear the CRPG-dom. But some things could be well implemented, so I'm not going to hate everything just because it has a video game feel.
 

Mortellan said:
You don't have to use minis and a 5' per square grid either. ;)

Sure, but this is pretty different. The ramifications of not having a visual aid for combat are a bit more then not having a visual aid for a quest.

To me, the quest cards are the same as any DM prop that people have advised using in the past. A neat thing players can hold in their hands that pulls them into the game. You could just as easily say: The Baron wants you to find the door this key fits into, and not hand them anything. Players might write it down or not.
 


While certainly a CRPG port, there's nothing bad about this idea. A good way for everybody to remember outstanding plot hooks.

Yes, I know players should do better than "We're suppose to kill Guy A, recover plot item Alpha and return it to Allied Dude #1, right?" having something in their hands can help some people.

And no one says you have to use them. If you find them annoying, feel free to keep the narrative story going verbally.

However... using cards could lead to a campagin specific Wall of Fame where you put up all your successful quests. A visible reminder of what you did to reach your current level, and maybe, just maybe, enough for the players to start to link together those plot elements the DM has been laying down since 1st level...
 

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