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Design & Development: Quests
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<blockquote data-quote="Loincloth of Armour" data-source="post: 3899410" data-attributes="member: 28201"><p>While certainly a CRPG port, there's nothing bad about this idea. A good way for everybody to remember outstanding plot hooks.</p><p></p><p>Yes, I know players <em>should</em> 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.</p><p></p><p>And no one says you <strong>have</strong> to use them. If you find them annoying, feel free to keep the narrative story going verbally.</p><p></p><p>However... using cards could lead to a campagin specific <em>Wall of Fame</em> 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...</p></blockquote><p></p>
[QUOTE="Loincloth of Armour, post: 3899410, member: 28201"] 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 [i]should[/i] 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 [b]have[/b] 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 [i]Wall of Fame[/i] 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... [/QUOTE]
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