Design & Development: Quests

Reynard said:
Second, it indicates something that has been more and more apparent as we find out more about 4E -- 4E appears to be intended to be played a lot more like a board game, at least insofar as providing a play experience that doesn't rely on the long sessions (encounter based design), delayed gratification (fast levelling), evolving playstyle ("adventures at 30th level will be just like adventures at 5th level"), sandbox style play (Quests!), and even player engagement and memory (now quest cards) that drove more "traditional" D&D play.

The playstyle doesn't rely on them, but doesn't have to detract from them either.

Encounter based design as it is in SWSE does nothing against a long session. In fact, I've noticed the opposite since at the end of four hours resources of the party are strained, but not exhausted. Both players and characters are able to go on without danger of over extending themselves.

Fast leveling and delay of gratification are not exclusive. My game right now levels about every two to three weeks (I give bigger chalanges than they should face for thier level. It is a miracle they have survived) and yet my players strain and yearn for the next accomplishment. Leveling is a nice little happy moment, but gratification wont come until Inquisitor Tenebrous lays dead before them. I prefer to see levels as something inconsequential to gratification compared to GOALS.

The theory is that level 30 adventures won't be as daunting to run and play as they are now, not that they will be identical to 5th level adventures. Everything I've heard or seen indicates that tactically and thematically the game will still be very different in epic levels compared to heroic. In theory. The game should still have an evolving playstyle.

Sandboxes are more fun with tools and toys. Characters and quests are tools and toys (interchangably). So are quest cards. They can add focus when things are wandering and bring up new direction when people are contemplating them. Okay, if they are tied down to "do x then y and get z reward" then they aren't so hot. If they are more like "Scene 24, rewarded by Z" and the players can get Z by answering the questions properly, building a bridge across the gorge, tricking the old man into saying "I don't know that," killing him or anything else they think of then awesome. right now though, they sound like 2nd edition rewards with a visual and tactile reminder. Nifty.
 

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For those talking about player-created quests, Star Wars Saga Edition had a mechanic that let characters choose an open-ended "Destiny" that they were rewarded for achieving.
Choosing a destiny was completely optional, but gave characters clear mechanical benefits for pursuing it, and was tied in somewhat with the action points mechanic. Through achieving goals that move the character closer to their Destiny, they recieve a minor bonus (such as a +2 bonus to damage rolls for the "Rescue" destiny) and upon fulfilling it, they would recieve permanent bonus on par with a feat.

From the ideas presented in the Quests column, the concepts may have changed slightly, but if player-created quests and goals were discussed in the DMG (or hopefully even the PHB!) they might share some of these mechanics.
 

Rechan said:
I wish the 3E DMGs didn't have CR lists with XPs. Back in my day, a DM just knew how to run monsters and didn't need this "Encounter Level" system. He just eyeballed it and then slapped an XP award that he FELT was good enough.

... And you had to walk 20 miles on foot under a snow storm just to get to your FLGS :D

And what's this "Characters making magical items" thing? Magical items just WERE. There was no creation. That is far too videogamey.

Really? I can't recall any videogame where playes could make their own magical items.
 



Tquirky said:
That's one way of looking at it. Another way is, the players have three of these quest cards, and get to choose which to do next. That's the opposite of railroading - the players choose what happens next.
TANGENT!

Dungeoneer is a fun little game where this sort of thing can happen with hilarious results. In one game two players had a quest that involved the same room. One had to get a book and drop it into a chasm. They other had to save a virgin and get her to the exit. The player needing the book got into the room first and dashed out with it. We had a good laugh imagining the conversation.

"Thank god you've arrived! I was about to be... HEY! What are you doing? GET BACK HERE AND RESCUE ME!!!!"
"Don't worry! Somebody else will be along shortly!"

Also, some quests could have secret time limits and having them taken away from the group might inspire them out of character to go see what the hell just happened... and get a new (possibly harder) quest!

There are lots of ways that these could be used for good or ill. I'm all in favor of quest cards being an optional suggestion, which it looks like they are and quests themselves... D&D has used them for a long long long time.
 

Scribble said:
How to create the Potion of Life...

up up down down left right left right

You have the components of the cross correct, but have neglected the ritual of the Red Circles and the application of the Sinister Tabule. ;)
 


Stone Dog said:
You have the components of the cross correct, but have neglected the ritual of the Red Circles and the application of the Sinister Tabule. ;)


ARRG!!! All those experience points wasted!!! :p
 


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