Design & Development: Quests

For example, the mentor of the group's paladin might ask him to find and destroy the Ruby Tome of Savrith the Undying. At the same time, a shady character is offering the rogue a sizable sum in exchange for the same tome, and the wizard's research turns up a reference to a ritual contained in the Ruby Tome that the characters will need to use in order to complete another quest. Three quests stand at odds, and it's up to the players to decide what they want to do.

This is a BAD BAD BAD idea. Speaking from experience. Maybe it is just my players, but I had a similiar "idea" in mind. Each of my players were after a magic item, each with their own reasons/motivations for obtaining it. They did not know each other, in fact, this was my attempt to get them to meet (I try to get away from "you all meet at a tavern"). What ended up happening? Just a bunch of party in-fighting and players attacking other players. It was not a good session, and I learned from it.

A party should be able cohesion, otherwise, why are they even hanging around one another? At least, it "should" be about cohesion if you value any semblance of harmony. If your story revolves around players eventually betraying each other, then that's a different story.

Anyway, I had to chime in when I read this passage.
 

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Loincloth of Armour said:
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...

We used to have a player graveyard for awhile. A white board with all our character's names who have died over the years... The white board got too filled, so we stopped doing that.
 

Although i see your point in worrying that the different reasons for wanting to get at the magic item might lead to intra-party conflict, Rigamortus, I think that, if they're not used as a way to BRING the group together, but thrown in at a later time, they can also lead to interesting interactions and no hostility.

Paladin:" No way! For the umpteenth time, the ritual contained in that tome is too evil. It must be destroyed."
Rogue: B-but.. but we'd get a TON of money. I mean, if you can just relax a tad on this, I can just accept to give an extra percentage to a charity, or your church directly... I mean.. it's a LOT of money you know... really lots..."
Wizard: "frankly, you know me, Pallie. (Ain't Pallie a GREAT name for a Paladin? Like Reggie the Rogue and Wizzie the Wizard?) And you know what I am looking for in that book isn't evil. Not in the least. And I think..."
P : "I know YOU are not evil! but the tome is a temptation. And if not destroyed, even if we used it soundly - assuming that can be done - it might be stolen, taken, copied. And then, we'ìd be responsible for the evil that was wrought."
W: "What if we used it to GET the guys who want to do evil with it?"
R: "er, like how?"
W: "I copy the part I need. Then we make a fake copy of the book... I can study the ritual - under supervision from your church, Pallie! I was getting to it - and make a flase copy of it, flawed so that it doesn't work but close enough that it isn't apparent at first glance. Then we destroy the original copy and have the false one delivered to your "customers", Reggie."
R: "me deliver a FAKE? and then have them all on my trail?"
W: "Sure, Reggie... like you don't have half a dozen alternate identities you use when dealing in-"
R: "Ok, OK, Wizzie - No need to go into that, I got it.".
P: "I still don't get how that helps us GET them. they'll probably send a middle agent to retrieve the book!"
W "-sighs- Sure. but we can have a spell cast to trace the fake book. It'll lead us to their REAL lair - and in the meanwhile, while they find out the ritual is flawed, we can even muster our forces, gather some intelligence. How's about THAT? I'll even accept to have my memory of the exact evil ritual erased from my memory, Pallie. I really don't care for that, you know me, we've been risking our lives together for years. I only need the OTHER info."
P:" .... I have to talk to my superiors at the church about this, but... it's not a bad plan..."


.... just an idea that came to me. Different goals can lead to something different than violence, and still all get solved. It's a matter of players PLAYING. and in no way having a quest card hampers this, on the contrary, it makes them think more on HOW TO GET what they want.

My 2 cents, as always.
 

Lurks-no-More said:
When the article speaks of "a single character's personal goals" qualifying as a quest, I can't really see it as meaning anything except player-set goals.

No doubt you are referring to:

Quests can be major or minor, they can involve the whole group or just a single character's personal goals, and they have levels just like encounters do.​

And you really can't see that as meaning anything except player-set goals? Well, I hope that you are correct. OTOH, since this thread contains examples of Quests that affect one PC only, but are not player-set, I don't think that this is as clear as you do. Again, though, I hope that you are correct.

RC
 


Raven Crowking said:
No doubt you are referring to:

Quests can be major or minor, they can involve the whole group or just a single character's personal goals, and they have levels just like encounters do.​

And you really can't see that as meaning anything except player-set goals? Well, I hope that you are correct. OTOH, since this thread contains examples of Quests that affect one PC only, but are not player-set, I don't think that this is as clear as you do. Again, though, I hope that you are correct.

RC

I think reading "character's personal goals" as alluding to player determined goals is the most reasonable interpretation of the text. Granted, there is room for that to be incorrect, but that would be flying in the face of previous DMGs as well as Roleplaying in general. Really, I think you are worrying over this one a lot more than you should.
 

Eh, the way I look at the cards, they're just taking some of the onus from taking notes from the Players and giving them to the PCs. With newer PCs, this can help to lead them into the proper habit of taking good notes. They might not be for everyone, but I'm not quite sure I see the reason so many people seem to instinctually lash out at the idea.

As for the possibility of railroading...just dont give out a card until the players decide they want to do something and avoid specifics. Nothing says all the cards have to be pregenerated and they're only supposed to be reminders in any case. The players hear about the mines being infested, hand them a card labeled "Solve the Goblins in the Mines Problem'. If they want to ignore your goblin in the mine adventure, and instead decide to go check out those ruins they heard about before, hand them a card that says 'Explore the Ruins at "Location X" '
 

What what what? We're still talking on this thread?

People. We have a new article to complain about! The topic is "Golden Wyvern" crappiness! Get with it!
 

Rechan said:
What what what? We're still talking on this thread?

People. We have a new article to complain about! The topic is "Golden Wyvern" crappiness! Get with it!

Bad as it is, the quest card thing is still more annoying. Plus we can multitask. ;)
 


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