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*Pathfinder & Starfinder
Design & Development: Quests
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<blockquote data-quote="JoelF" data-source="post: 3899280" data-attributes="member: 8829"><p>Overall, I like this idea. However, I do see a few issues. First, the example of the "you find a key, here's the quest card to find the lock it fits" seems a bit heavy handed to me. If they find a key that gives them a quest card, they know it's important, but if they find some keys that have no card, they ignore them and they get forgotten more easily. I'd rather have them find the key, then if they in character talk about how it must unlock something pretty important since it has a ruby on it, and make a big deal of finding that lock, then giving them the quest card. If you already had something specific for it to open, great, if not, you can make it up and insert it later.</p><p></p><p>The other concern is with the conflicting PC quests. If the paladin wants to destroy the book, but the rouge wants to sell it, and therefore makes a fake, replaces the real book with it, helps the paladin destroy the fake, then sells the real one, the rogue gets XP, the paladin doesn't, and the paladin PC therefore knows something is up - while without the quest cards, the fake-out could be handled through notes, email, etc, and the paladin player would never know (at least until the book was used for some horrible ritual later in the campaign and the rogue squirms.)</p></blockquote><p></p>
[QUOTE="JoelF, post: 3899280, member: 8829"] Overall, I like this idea. However, I do see a few issues. First, the example of the "you find a key, here's the quest card to find the lock it fits" seems a bit heavy handed to me. If they find a key that gives them a quest card, they know it's important, but if they find some keys that have no card, they ignore them and they get forgotten more easily. I'd rather have them find the key, then if they in character talk about how it must unlock something pretty important since it has a ruby on it, and make a big deal of finding that lock, then giving them the quest card. If you already had something specific for it to open, great, if not, you can make it up and insert it later. The other concern is with the conflicting PC quests. If the paladin wants to destroy the book, but the rouge wants to sell it, and therefore makes a fake, replaces the real book with it, helps the paladin destroy the fake, then sells the real one, the rogue gets XP, the paladin doesn't, and the paladin PC therefore knows something is up - while without the quest cards, the fake-out could be handled through notes, email, etc, and the paladin player would never know (at least until the book was used for some horrible ritual later in the campaign and the rogue squirms.) [/QUOTE]
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