Raven Crowking
First Post
ThirdWizard said:Here's the best piece of advice I can give:
Never give out plot hooks at the beginning of a session.
Good post.

RC
ThirdWizard said:Here's the best piece of advice I can give:
Never give out plot hooks at the beginning of a session.
Fair enough. But when you start gaming there are so many things you need to know and remember. Things that, today, we do on the fly, but before, it was just hard remembering everything. Again, these suggestions are aimed at novice players. Heck, when we game a lot, we can possibly toss the books, dices and character sheets away in favor of just telling a good story - have you seen the amount of people looking for d20-lite? They're NOT newbies.KingCrab said:What your describing here is a game that might very well be worth playing. If the players become stagnant because it's easier to follow quest cards the campaign could recover from a quest card situation. I'm not claiming that quest cards are the devil and a game can't ever be saved if the players get too used to the cards. I am saying that I don't think this really encourages good habits and creativity. .
I don't think it's a waste of space, but I agree with you on everything else (even the bit about better tips for new DM). I know trying to get your point through is important, but people are getting angry for so little...KingCrab said:Sure it is a suggestion in 4ed DMG. It is clearly a controversial suggestion that many gamers are not agreeing with. There is probably better advice they could be giving new DMs in that space instead. As for people being angry, it sounds to me like the pro-quest card posters are every bit as angry as the opposition. I think maybe this is an angry time.
Raven Crowking said:I guess you didn't read the article that closely? "Completing a quest always brings a reward in experience points (equal to an encounter of its level for a major quest, or a monster of its level for a minor quest)"
Then you are not using the system as described, and ignoring the only mechanic (complete quest = gain XP) that has even been loosely described.
Cheers!
RC
Tquirky said:2) Who hasn't, as a player, lost track of the DM's "subtle" machinations? What may appear to be be really obvious from the DM's POV gets lost in the noise of a lot of red herrings (which aren't put there intentionally, but get there as a result of PCs talking to random unimportant-to-the-quest NPCs and the DM wanting to portray verisimilitude). Putting up a flag like a card fixes this problem, even if it's a bit awkward and metagamey for those who like an immersion feel to their game.
PeterWeller said:I read the article fine, thank you, but RC, you're missing my point entirely: why does what is written on the card have to be the quest? There are two things being discussed in this article and they are no more related than the fact that they both deal with the generic concept of quests.
PeterWeller said:What if I give the players a quest card saying, "deliver X for Y and receive Z in payment," but I don't assign any story XP to completing the mission on the card, instead, I assign story XP to discovering that Y is a wererat and X is a shipment of poisoned wine?
Raven Crowking said:So again, in response to your query,
Then you are not using the system as described, and ignoring the only mechanic (complete quest = gain XP) that has even been loosely described.
Cheers!
PeterWeller said:Not really. I'm still rewarding XP for completing a quest; I've just used the card as a red herring.
If I'd only play in one adventure path, and would only play or only DM, there might be less problems. But that's not the case. In our group, everyone DMs, and we switch DMs (and thus campaigns, possibly even systems) each week. Keeping track of all the information we gather, and all the things we want to do is difficult. Not all of us are great DMs, and none of us have a lot of spare time to prepare their own game and also manage our various characters to the best advisable extent.KingCrab said:Agreed. With pre-bought modules, even really good pre-bought modules, then this isn't as much of an issue but there can still be problems. Usually the players know they are on a quest. Usually there is a twist. After the plot point, the players then may very well not want to complete the quest. Now at this point, does the xp award that was attached to the quest go away? Or if the players complete the quest would they still get the award.
PeterWeller said:RC, I see where you're coming from, but my point is, in reference to your worries about rail-roading, that you can easily show players that not every card is a real quest, and not every quest is going to be on a card.