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General Tabletop Discussion
*Pathfinder & Starfinder
Design & Development: Quests
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<blockquote data-quote="Feything" data-source="post: 3899708" data-attributes="member: 54618"><p>Story awards are good. Story awards as they were used in 2nd edition were fantastic ways to encourage roleplaying. However, the system suggested here seems a bit different, and less RP-oriented.</p><p> Consider the following scenario:</p><p>Quest-giver(R) asks the PCs to recover the macguffin and bring it back to him because he needs it to save the Good Kingdom (TM).</p><p>You give the players a card, it says: "Recover the macguffin and return it to the Quest-giver(R)". The players know there's a story award attached to this.</p><p>However, roleplaying their characters, the actual goals of the quests may differ from what the Quest-giver(R) suggests. Let's say there are 5 PCs. Three of them wants to find the macguffin and sell it on the black market for profit. One of them wants to find the macguffin and use it to take power over the Good Kingdom (TM). The last PC wants to honour their agreement with Quest-giver(R). </p><p>With the presence of a quest-card and an implied or explicit story award for this particular option - bringing the macguffin to the Quest-giver(R) - they may be less inclined to play out their characters' personalities and agree on a different course of action. The meta-game takes over. Perhaps, as DM, I've defined a story award for this particular option but not for any of the others. How do I deal with an unforseen series of events? As an experienced DM I'll give them story awards (or rather RP-awards) for the other options as well, but for new DMs I'm sure this will have concequences for how they view the game and practice their "craft". This makes me sceptical.</p></blockquote><p></p>
[QUOTE="Feything, post: 3899708, member: 54618"] Story awards are good. Story awards as they were used in 2nd edition were fantastic ways to encourage roleplaying. However, the system suggested here seems a bit different, and less RP-oriented. Consider the following scenario: Quest-giver(R) asks the PCs to recover the macguffin and bring it back to him because he needs it to save the Good Kingdom (TM). You give the players a card, it says: "Recover the macguffin and return it to the Quest-giver(R)". The players know there's a story award attached to this. However, roleplaying their characters, the actual goals of the quests may differ from what the Quest-giver(R) suggests. Let's say there are 5 PCs. Three of them wants to find the macguffin and sell it on the black market for profit. One of them wants to find the macguffin and use it to take power over the Good Kingdom (TM). The last PC wants to honour their agreement with Quest-giver(R). With the presence of a quest-card and an implied or explicit story award for this particular option - bringing the macguffin to the Quest-giver(R) - they may be less inclined to play out their characters' personalities and agree on a different course of action. The meta-game takes over. Perhaps, as DM, I've defined a story award for this particular option but not for any of the others. How do I deal with an unforseen series of events? As an experienced DM I'll give them story awards (or rather RP-awards) for the other options as well, but for new DMs I'm sure this will have concequences for how they view the game and practice their "craft". This makes me sceptical. [/QUOTE]
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